actualitzat a SDL3

This commit is contained in:
2025-03-23 18:51:10 +01:00
parent ff807ea1e1
commit a7cce0af28
4 changed files with 159 additions and 0 deletions

2
.gitignore vendored
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@@ -1,3 +1,5 @@
build/
# ---> C++ # ---> C++
# Prerequisites # Prerequisites
*.d *.d

39
CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.20)
project(demo1_pixels_wave)
# Establecer el estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Definir las fuentes y el ejecutable
set(SOURCE demo1_pixels_wave.cpp)
set(EXECUTABLE demo1_pixels_wave)
# Buscar SDL3 automáticamente
find_package(SDL3 REQUIRED)
include_directories(${SDL3_INCLUDE_DIRS})
link_directories(${SDL3_LIBRARY_DIRS})
# Detectar la plataforma y ajustar configuraciones específicas
if(WIN32)
set(PLATFORM windows)
set(LDFLAGS "-lmingw32 -lws2_32 ${SDL3_LIBRARIES}")
set(EXE_EXT ".exe")
elseif(UNIX AND NOT APPLE)
set(PLATFORM linux)
set(EXE_EXT ".out")
set(LDFLAGS "${SDL3_LIBRARIES}")
elseif(APPLE)
set(PLATFORM macos)
set(EXE_EXT ".out")
set(LDFLAGS "${SDL3_LIBRARIES}")
endif()
# Añadir el ejecutable
add_executable(${EXECUTABLE}${EXE_EXT} ${SOURCE})
# Enlazar las bibliotecas
target_link_libraries(${EXECUTABLE}${EXE_EXT} ${LDFLAGS})
# Colocar el ejecutable en la raíz del proyecto
set_target_properties(${EXECUTABLE}${EXE_EXT} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})

34
Makefile Normal file
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# Makefile sin espacios adicionales y con sintaxis minimalista
CXXFLAGS:=-std=c++20 -Wall -Os -ffunction-sections -fdata-sections
LDFLAGS:=-lSDL3
SOURCE:=demo1_pixels_wave.cpp
EXECUTABLE:=demo1_pixels_wave
RM:=rm -f
# Detectar plataforma
ifeq ($(OS),Windows_NT)
PLATFORM:=windows
LDFLAGS+=-lmingw32 -lws2_32
EXE_EXT:=.exe
else
UNAME_S:=$(shell uname -s)
ifeq ($(UNAME_S),Linux)
PLATFORM:=linux
EXE_EXT:=.out
endif
ifeq ($(UNAME_S),Darwin)
PLATFORM:=macos
EXE_EXT:=.out
endif
endif
# Regla principal
all: $(EXECUTABLE)
# Compilar
$(EXECUTABLE):
$(CXX) $(SOURCE) $(CXXFLAGS) $(LDFLAGS) -o $(EXECUTABLE)$(EXE_EXT)
# Limpiar
clean:
$(RM) $(EXECUTABLE)*

84
demo1_pixels_wave.cpp Normal file
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#include <SDL3/SDL.h>
#include <cmath>
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
constexpr int WIDTH = 160;
constexpr int HEIGHT = 160;
constexpr int SIZE = WIDTH * HEIGHT;
constexpr int ZOOM = 4;
SDL_Window *window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, SDL_WINDOW_OPENGL);
SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
Uint32 *pixels;
int pitch;
int rad = 96;
int dx = (WIDTH - (rad * 2)) / 2;
int dy = (HEIGHT - (rad * 2)) / 2;
Uint8 surface[SIZE];
Uint32 paleta[2];
paleta[0] = 0xFF000000;
paleta[1] = 0xFFFFFFFF;
SDL_Event sdlEvent;
bool exit = false;
while (!exit)
{
while (SDL_PollEvent(&sdlEvent))
{
if (sdlEvent.type == SDL_EVENT_QUIT)
{
exit = true;
break;
}
}
SDL_LockTexture(texture, nullptr, (void **)&pixels, &pitch);
// Limpia la surface
for (int i = 0; i < SIZE; ++i)
{
surface[i] = 0;
}
// Dibuja el efecto
float time = SDL_GetTicks() / 1000.0f;
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;
const int x = rad + i + dx;
const int y = rad + j - z + dy;
if (x < WIDTH && y < HEIGHT && x >= 0 && y >= 0)
surface[x + y * WIDTH] = 1;
}
// Vuelca la surface a la textura
for (int i = 0; i < SIZE; ++i)
{
pixels[i] = paleta[surface[i]];
}
SDL_UnlockTexture(texture);
SDL_RenderTexture(renderer, texture, nullptr, nullptr);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}