primer commit
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36
.gitignore
vendored
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36
.gitignore
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build/
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# ---> C++
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# Prerequisites
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*.d
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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# Precompiled Headers
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*.gch
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*.pch
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Fortran module files
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*.mod
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*.smod
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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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(demo2_pixels_noise)
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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 demo2_pixels_noise.cpp)
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set(EXECUTABLE demo2_pixels_noise)
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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 ${CMAKE_SOURCE_DIR})
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34
Makefile
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34
Makefile
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# Makefile sin espacios adicionales y con sintaxis minimalista
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CXXFLAGS:=-std=c++20 -Wall -Os -ffunction-sections -fdata-sections
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LDFLAGS:=-lSDL3
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SOURCE:=demo2_pixels_noise.cpp
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EXECUTABLE:=demo2_pixels_noise
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RM:=rm -f
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# Detectar plataforma
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ifeq ($(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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3
README.md
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3
README.md
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# demo2_pixels_noise
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Demo rapideta de pintat de pixels en SDL
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64
demo2_pixels_noise.cpp
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64
demo2_pixels_noise.cpp
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#include <SDL3/SDL.h>
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#include <cstdlib>
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#include <ctime>
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struct ARGB
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{
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Uint8 b, g, r, a;
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// Constructor
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ARGB(Uint8 blue = 0, Uint8 green = 0, Uint8 red = 0, Uint8 alpha = 255)
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: b(blue), g(green), r(red), a(alpha) {}
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};
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int main(int argc, char *argv[])
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{
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constexpr int WIDTH = 320;
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constexpr int HEIGHT = 240;
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constexpr int ZOOM = 2;
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srand(static_cast<unsigned>(time(nullptr)));
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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SDL_Window *window = SDL_CreateWindow("pixels_white_noise", 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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ARGB *pixels;
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int pitch;
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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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for (int i = 0; i < 76800; ++i)
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{
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pixels[i] = ARGB(rand() % 256, rand() % 256, rand() % 256, 255);
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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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