primer commit

This commit is contained in:
2025-10-21 14:03:22 +02:00
commit bcaa64d22c
6 changed files with 6091 additions and 0 deletions

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src/main.cpp Normal file
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// src/main.cpp
#include <iostream>
#include <string>
#include <SDL3/SDL.h>
#include <glad/glad.h>
// Vertex shader: genera posiciones de pantalla y una coordenada uv en [0,1]
static const char *vertexShaderSrc = R"glsl(
#version 330 core
layout(location = 0) in vec2 aPos;
out vec2 vUV;
void main() {
vUV = aPos * 0.5 + 0.5;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)glsl";
// Fragment shader: adapta tu shader de Shadertoy
static const char *fragmentShaderSrc = R"glsl(
#version 330 core
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
vec3 palette( float t) {
vec3 a = vec3(1.0, 0.5, 0.5);
vec3 b = vec3(1.0, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.263, 0.416, 0.557);
return a + b * cos( 6.28318 * (c * t * d) );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
float d = length(uv);
vec3 col = palette(d);
d = sin(d * 8.0 + iTime) / 8.0;
d = abs(d);
d = 0.02 / d;
col *= d;
fragColor = vec4(col, 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}
)glsl";
// helpers
static GLuint compileShader(GLenum type, const char *src)
{
GLuint s = glCreateShader(type);
glShaderSource(s, 1, &src, nullptr);
glCompileShader(s);
GLint ok = 0;
glGetShaderiv(s, GL_COMPILE_STATUS, &ok);
if (!ok)
{
GLint len = 0;
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &len);
std::string log(len, ' ');
glGetShaderInfoLog(s, len, nullptr, &log[0]);
std::cerr << "Shader compile error: " << log << '\n';
glDeleteShader(s);
return 0;
}
return s;
}
static GLuint linkProgram(GLuint vs, GLuint fs)
{
GLuint p = glCreateProgram();
glAttachShader(p, vs);
glAttachShader(p, fs);
glLinkProgram(p);
GLint ok = 0;
glGetProgramiv(p, GL_LINK_STATUS, &ok);
if (!ok)
{
GLint len = 0;
glGetProgramiv(p, GL_INFO_LOG_LENGTH, &len);
std::string log(len, ' ');
glGetProgramInfoLog(p, len, nullptr, &log[0]);
std::cerr << "Program link error: " << log << '\n';
glDeleteProgram(p);
return 0;
}
return p;
}
int main(int argc, char **argv)
{
if (!SDL_Init(SDL_INIT_VIDEO))
{
std::cerr << "SDL_Init error: " << SDL_GetError() << '\n';
return -1;
}
// Pedir contexto OpenGL 3.3 Core
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
int winW = 800, winH = 800;
// SDL3: SDL_CreateWindow signature es (title, w, h, flags)
SDL_Window *window = SDL_CreateWindow("Shadertoy SDL3 + OpenGL",
winW, winH,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window)
{
std::cerr << "SDL_CreateWindow error: " << SDL_GetError() << '\n';
SDL_Quit();
return -1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext)
{
std::cerr << "SDL_GL_CreateContext error: " << SDL_GetError() << '\n';
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
std::cerr << "Failed to initialize GL loader\n";
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
GLuint vs = compileShader(GL_VERTEX_SHADER, vertexShaderSrc);
GLuint fs = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSrc);
if (!vs || !fs)
return -1;
GLuint program = linkProgram(vs, fs);
glDeleteShader(vs);
glDeleteShader(fs);
if (!program)
return -1;
float quadVertices[] = {
-1.0f,
-1.0f,
1.0f,
-1.0f,
-1.0f,
1.0f,
1.0f,
1.0f,
};
GLuint vao = 0, vbo = 0;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
GLint locRes = glGetUniformLocation(program, "iResolution");
GLint locTime = glGetUniformLocation(program, "iTime");
bool running = true;
Uint32 startTicks = SDL_GetTicks();
while (running)
{
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_EVENT_QUIT)
running = false;
if (e.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
running = false;
}
int w, h;
SDL_GetWindowSize(window, &w, &h);
glViewport(0, 0, w, h);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
if (locRes >= 0)
glUniform2f(locRes, float(w), float(h));
if (locTime >= 0)
{
float t = (SDL_GetTicks() - startTicks) / 1000.0f;
glUniform1f(locTime, t);
}
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
SDL_GL_SwapWindow(window);
SDL_Delay(1);
}
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
SDL_GL_DestroyContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}