actualitzat a SDL3
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2
.gitignore
vendored
2
.gitignore
vendored
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build/
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# ---> C++
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# Prerequisites
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*.d
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39
CMakeLists.txt
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39
CMakeLists.txt
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cmake_minimum_required(VERSION 3.20)
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project(demo1_pixels_wave)
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# Establecer el estándar de C++
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Definir las fuentes y el ejecutable
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set(SOURCE demo1_pixels_wave.cpp)
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set(EXECUTABLE demo1_pixels_wave)
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# Buscar SDL3 automáticamente
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find_package(SDL3 REQUIRED)
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include_directories(${SDL3_INCLUDE_DIRS})
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link_directories(${SDL3_LIBRARY_DIRS})
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# Detectar la plataforma y ajustar configuraciones específicas
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if(WIN32)
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set(PLATFORM windows)
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set(LDFLAGS "-lmingw32 -lws2_32 ${SDL3_LIBRARIES}")
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set(EXE_EXT ".exe")
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elseif(UNIX AND NOT APPLE)
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set(PLATFORM linux)
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set(EXE_EXT ".out")
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set(LDFLAGS "${SDL3_LIBRARIES}")
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elseif(APPLE)
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set(PLATFORM macos)
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set(EXE_EXT ".out")
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set(LDFLAGS "${SDL3_LIBRARIES}")
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endif()
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# Añadir el ejecutable
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add_executable(${EXECUTABLE}${EXE_EXT} ${SOURCE})
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# Enlazar las bibliotecas
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target_link_libraries(${EXECUTABLE}${EXE_EXT} ${LDFLAGS})
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# Colocar el ejecutable en la raíz del proyecto
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set_target_properties(${EXECUTABLE}${EXE_EXT} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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34
Makefile
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34
Makefile
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# Makefile sin espacios adicionales y con sintaxis minimalista
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CXXFLAGS:=-std=c++20 -Wall -Os -ffunction-sections -fdata-sections
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LDFLAGS:=-lSDL3
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SOURCE:=demo1_pixels_wave.cpp
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EXECUTABLE:=demo1_pixels_wave
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RM:=rm -f
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# Detectar plataforma
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ifeq ($(OS),Windows_NT)
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PLATFORM:=windows
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LDFLAGS+=-lmingw32 -lws2_32
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EXE_EXT:=.exe
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else
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UNAME_S:=$(shell uname -s)
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ifeq ($(UNAME_S),Linux)
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PLATFORM:=linux
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EXE_EXT:=.out
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endif
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ifeq ($(UNAME_S),Darwin)
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PLATFORM:=macos
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EXE_EXT:=.out
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endif
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endif
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# Regla principal
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all: $(EXECUTABLE)
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# Compilar
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$(EXECUTABLE):
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$(CXX) $(SOURCE) $(CXXFLAGS) $(LDFLAGS) -o $(EXECUTABLE)$(EXE_EXT)
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# Limpiar
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clean:
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$(RM) $(EXECUTABLE)*
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84
demo1_pixels_wave.cpp
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84
demo1_pixels_wave.cpp
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#include <SDL3/SDL.h>
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#include <cmath>
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int main(int argc, char *argv[])
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{
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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constexpr int WIDTH = 160;
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constexpr int HEIGHT = 160;
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constexpr int SIZE = WIDTH * HEIGHT;
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constexpr int ZOOM = 4;
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SDL_Window *window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, SDL_WINDOW_OPENGL);
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SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
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SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
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Uint32 *pixels;
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int pitch;
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int rad = 96;
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int dx = (WIDTH - (rad * 2)) / 2;
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int dy = (HEIGHT - (rad * 2)) / 2;
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Uint8 surface[SIZE];
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Uint32 paleta[2];
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paleta[0] = 0xFF000000;
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paleta[1] = 0xFFFFFFFF;
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SDL_Event sdlEvent;
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bool exit = false;
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while (!exit)
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{
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while (SDL_PollEvent(&sdlEvent))
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{
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if (sdlEvent.type == SDL_EVENT_QUIT)
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{
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exit = true;
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break;
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}
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}
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SDL_LockTexture(texture, nullptr, (void **)&pixels, &pitch);
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// Limpia la surface
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for (int i = 0; i < SIZE; ++i)
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{
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surface[i] = 0;
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}
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// Dibuja el efecto
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float time = SDL_GetTicks() / 1000.0f;
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for (int j = -rad; j <= rad; j += 3)
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for (int i = -rad; i <= rad; i += 2)
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{
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float dist = sqrt(i * i + j * j);
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float z = cos((dist / 40 - time) * M_PI * 2) * 6;
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const int x = rad + i + dx;
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const int y = rad + j - z + dy;
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if (x < WIDTH && y < HEIGHT && x >= 0 && y >= 0)
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surface[x + y * WIDTH] = 1;
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}
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// Vuelca la surface a la textura
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for (int i = 0; i < SIZE; ++i)
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{
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pixels[i] = paleta[surface[i]];
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}
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SDL_UnlockTexture(texture);
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SDL_RenderTexture(renderer, texture, nullptr, nullptr);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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