reinventant la roda

This commit is contained in:
2026-03-24 11:00:30 +01:00
parent 82afafa3ef
commit 2a04f5161f
5 changed files with 239 additions and 28 deletions

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@@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.20)
project(demo1_pixels_wave)
# Establecer el estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Opciones comunes de compilación
@@ -17,12 +17,7 @@ if (NOT SDL3_FOUND)
endif()
# Archivos fuente
file(GLOB SOURCE_FILES source/*.cpp)
# Comprobar si se encontraron archivos fuente
if(NOT SOURCE_FILES)
message(FATAL_ERROR "No se encontraron archivos fuente en el directorio 'source/'. Verifica la ruta.")
endif()
set(SOURCE_FILES source/demo1_raii.cpp)
# Detectar la plataforma y configuraciones específicas
if(WIN32)

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@@ -1,20 +0,0 @@
# Variables comunes
SOURCE := source/*.cpp
EXECUTABLE_NAME := demo1_pixels_wave
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections # Opciones comunes de compilación
LDFLAGS := -lSDL3 # Flags de enlace comunes
OUTPUT_EXT :=
# Detectar plataforma y configurar
ifeq ($(OS),Windows_NT)
LDFLAGS += -lmingw32 -lws2_32
OUTPUT_EXT := .exe
endif
# Regla principal: compilar el ejecutable
all:
$(CXX) $(SOURCE) $(CXXFLAGS) $(LDFLAGS) -o $(EXECUTABLE_NAME)$(OUTPUT_EXT)
# Regla para limpiar archivos generados
clean:
rm -f $(EXECUTABLE_NAME)$(OUTPUT_EXT)

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@@ -14,8 +14,8 @@ int main(int argc, char *argv[])
SDL_Window *window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0);
SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
// SDL_SetDefaultTextureScaleMode(renderer, SDL_SCALEMODE_NEAREST);
SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
Uint32 *pixels;
int pitch;

130
source/demo1_raii.cpp Normal file
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@@ -0,0 +1,130 @@
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>
#include <memory>
#include <array>
class PixelApp {
public:
static constexpr int WIDTH = 160;
static constexpr int HEIGHT = 160;
static constexpr int SIZE = WIDTH * HEIGHT;
static constexpr int ZOOM = 4;
PixelApp() = default;
~PixelApp() { cleanup(); }
bool init() {
if (!SDL_Init(SDL_INIT_VIDEO))
return false;
window.reset(SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0));
renderer.reset(SDL_CreateRenderer(window.get(), nullptr));
SDL_SetRenderLogicalPresentation(renderer.get(), WIDTH, HEIGHT,
SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
texture.reset(SDL_CreateTexture(renderer.get(),
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
WIDTH, HEIGHT));
SDL_SetTextureScaleMode(texture.get(), SDL_SCALEMODE_NEAREST);
palette = { 0xFF000000, 0xFFFFFFFF };
surface.fill(0);
return true;
}
void handleEvent(const SDL_Event& e, SDL_AppResult& result) {
if (e.type == SDL_EVENT_QUIT ||
(e.type == SDL_EVENT_KEY_DOWN && e.key.key == SDLK_ESCAPE))
{
result = SDL_APP_SUCCESS;
}
}
void update() {
Uint32* pixels;
int pitch;
SDL_LockTexture(texture.get(), nullptr, (void**)&pixels, &pitch);
surface.fill(0);
float time = SDL_GetTicks() / 1000.0f;
int rad = 96;
int dx = (WIDTH - rad * 2) / 2;
int dy = (HEIGHT - rad * 2) / 2;
for (int j = -rad; j <= rad; j += 3) {
for (int i = -rad; i <= rad; i += 2) {
float dist = std::sqrt(float(i * i + j * j));
float z = std::cos((dist / 40 - time) * M_PI * 2) * 6;
int X = rad + i + dx;
int Y = rad + j - z + dy;
if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT)
surface[X + Y * WIDTH] = 1;
}
}
int pixel_pitch = pitch / sizeof(Uint32);
for (int y = 0; y < HEIGHT; ++y) {
for (int x = 0; x < WIDTH; ++x) {
pixels[x + y * pixel_pitch] =
palette[surface[x + y * WIDTH]];
}
}
SDL_UnlockTexture(texture.get());
SDL_RenderTexture(renderer.get(), texture.get(), nullptr, nullptr);
SDL_RenderPresent(renderer.get());
}
private:
struct SDL_Deleter {
void operator()(SDL_Window* p) const { SDL_DestroyWindow(p); }
void operator()(SDL_Renderer* p) const { SDL_DestroyRenderer(p); }
void operator()(SDL_Texture* p) const { SDL_DestroyTexture(p); }
};
std::unique_ptr<SDL_Window, SDL_Deleter> window;
std::unique_ptr<SDL_Renderer, SDL_Deleter> renderer;
std::unique_ptr<SDL_Texture, SDL_Deleter> texture;
std::array<Uint8, SIZE> surface;
std::array<Uint32, 2> palette;
void cleanup() {
texture.reset();
renderer.reset();
window.reset();
SDL_Quit();
}
};
// Instancia global controlada por SDL (no por nosotros)
static PixelApp app;
SDL_AppResult SDL_AppInit(void**, int, char**) {
return app.init() ? SDL_APP_CONTINUE : SDL_APP_FAILURE;
}
SDL_AppResult SDL_AppEvent(void*, SDL_Event* e) {
SDL_AppResult result = SDL_APP_CONTINUE;
app.handleEvent(*e, result);
return result;
}
SDL_AppResult SDL_AppIterate(void*) {
app.update();
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void*, SDL_AppResult) {
// RAII se encarga de todo
}

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@@ -0,0 +1,106 @@
#define _USE_MATH_DEFINES
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>
static SDL_Window* window = nullptr;
static SDL_Renderer* renderer = nullptr;
static SDL_Texture* texture = nullptr;
constexpr int WIDTH = 160;
constexpr int HEIGHT = 160;
constexpr int SIZE = WIDTH * HEIGHT;
constexpr int ZOOM = 4;
static Uint8 surface_buffer[SIZE];
static Uint32 palette[2] = { 0xFF000000, 0xFFFFFFFF };
SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv)
{
if (!SDL_Init(SDL_INIT_VIDEO)) {
return SDL_APP_FAILURE;
}
window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0);
renderer = SDL_CreateRenderer(window, nullptr);
SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
texture = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
WIDTH, HEIGHT);
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT ||
(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_ESCAPE))
{
return SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
Uint32* pixels;
int pitch;
SDL_LockTexture(texture, nullptr, (void**)&pixels, &pitch);
// limpiar surface
for (int i = 0; i < SIZE; ++i)
surface_buffer[i] = 0;
// dibujar efecto
float time = SDL_GetTicks() / 1000.0f;
int rad = 96;
int dx = (WIDTH - (rad * 2)) / 2;
int dy = (HEIGHT - (rad * 2)) / 2;
for (int j = -rad; j <= rad; j += 3)
{
for (int i = -rad; i <= rad; i += 2)
{
float dist = sqrt(i * i + j * j);
float z = cos((dist / 40 - time) * M_PI * 2) * 6;
int X = rad + i + dx;
int Y = rad + j - z + dy;
if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT)
surface_buffer[X + Y * WIDTH] = 1;
}
}
int pixel_pitch = pitch / sizeof(Uint32);
for (int y = 0; y < HEIGHT; ++y)
{
for (int x = 0; x < WIDTH; ++x)
{
int idx = x + y * WIDTH;
pixels[x + y * pixel_pitch] = palette[surface_buffer[idx]];
}
}
SDL_UnlockTexture(texture);
SDL_RenderTexture(renderer, texture, nullptr, nullptr);
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}