Cambios realizados: - Ventana: 640x480 → 960x720 pixels (+50% tamaño) - Sprite: 64px → 30px (mantiene proporción original de 10px en 320x240) - Proporción matemática: 3.125% ancho, 4.167% alto (igual que referencia) La pelota ahora se ve del tamaño correcto relativo a la ventana, manteniendo la misma proporción visual que en la versión 320x240. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
530 lines
20 KiB
C++
530 lines
20 KiB
C++
#include <iostream>
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#include <SDL3/SDL.h>
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// Headers Metal usando Objective-C++
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#ifdef __APPLE__
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#import <Metal/Metal.h>
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#import <QuartzCore/CAMetalLayer.h>
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#import <Foundation/Foundation.h>
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#import <AppKit/AppKit.h>
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#endif
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/*
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* METAL PERFORMANCE HUD - Debug FPS y métricas en tiempo real
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*
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* Para mostrar FPS y estadísticas de rendimiento, ejecutar con:
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*
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* MTL_HUD_ENABLED=1 ./vibe5_metal
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*
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* El HUD aparece en la esquina superior derecha y muestra:
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* - FPS (Frames Per Second)
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* - CPU y GPU usage
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* - Memory usage
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* - Device info y resolución
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*
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* Atajos de teclado disponibles cuando el HUD está activo:
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* - Command+F9: Enable/Disable HUD
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* - Command+F8: Enable/Disable Logging
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* - Command+F11: Reset Metrics
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* - Command+F12: Show Configuration Panel
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*
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* Para activar globalmente para todas las apps Metal:
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* launchctl setenv MTL_HUD_ENABLED 1
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*
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* Para desactivar:
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* launchctl setenv MTL_HUD_ENABLED 0
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*/
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// Estructura para vértices de sprites
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struct SpriteVertex {
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float position[2]; // x, y coordinates
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float texCoord[2]; // u, v texture coordinates
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};
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int main(int argc, char* argv[]) {
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#ifdef __APPLE__
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// Configurar SDL para usar Metal
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
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// Inicializar SDL
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cout << "SDL_Init failed: " << SDL_GetError() << std::endl;
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return -1;
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}
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// Crear ventana
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SDL_Window* window = SDL_CreateWindow("vibe5_metal - Triangle + Gradient + Sprites", 960, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (!window) {
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std::cout << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
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SDL_Quit();
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return -1;
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}
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// Crear renderer
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SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
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if (!renderer) {
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std::cout << "SDL_CreateRenderer failed: " << SDL_GetError() << std::endl;
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SDL_DestroyWindow(window);
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SDL_Quit();
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return -1;
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}
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std::cout << "SDL Window and Renderer created successfully" << std::endl;
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// Obtener Metal layer
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CAMetalLayer* metalLayer = (__bridge CAMetalLayer*)SDL_GetRenderMetalLayer(renderer);
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if (!metalLayer) {
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std::cout << "Failed to get Metal layer - SDL may not be using Metal driver" << std::endl;
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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 -1;
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}
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// Obtener device Metal del layer
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id<MTLDevice> device = metalLayer.device;
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if (!device) {
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std::cout << "Failed to get Metal device from layer" << std::endl;
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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 -1;
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}
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std::cout << "Got Metal device: " << [[device name] UTF8String] << std::endl;
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// Crear command queue
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id<MTLCommandQueue> commandQueue = [device newCommandQueue];
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if (!commandQueue) {
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std::cout << "Failed to create Metal command queue" << std::endl;
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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 -1;
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}
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// Shaders para fondo degradado
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NSString* backgroundVertexShaderSource = @R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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float4 color;
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};
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vertex VertexOut background_vertex_main(uint vertexID [[vertex_id]]) {
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VertexOut out;
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// Quad de pantalla completa en coordenadas NDC
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float2 positions[6] = {
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float2(-1.0, -1.0), // Bottom left
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float2( 1.0, -1.0), // Bottom right
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float2(-1.0, 1.0), // Top left
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float2( 1.0, -1.0), // Bottom right
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float2( 1.0, 1.0), // Top right
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float2(-1.0, 1.0) // Top left
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};
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// Gradiente de púrpura oscuro arriba a azul cyan abajo
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float4 colors[6] = {
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float4(0.2, 0.6, 0.8, 1.0), // Bottom left - cyan claro
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float4(0.2, 0.6, 0.8, 1.0), // Bottom right - cyan claro
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float4(0.3, 0.1, 0.5, 1.0), // Top left - púrpura oscuro
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float4(0.2, 0.6, 0.8, 1.0), // Bottom right - cyan claro
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float4(0.3, 0.1, 0.5, 1.0), // Top right - púrpura oscuro
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float4(0.3, 0.1, 0.5, 1.0) // Top left - púrpura oscuro
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};
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out.position = float4(positions[vertexID], 0.0, 1.0);
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out.color = colors[vertexID];
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return out;
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}
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)";
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NSString* backgroundFragmentShaderSource = @R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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float4 color;
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};
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fragment float4 background_fragment_main(VertexOut in [[stage_in]]) {
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return in.color;
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}
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)";
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// Shaders para triángulo
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NSString* triangleVertexShaderSource = @R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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float4 color;
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};
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vertex VertexOut triangle_vertex_main(uint vertexID [[vertex_id]]) {
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VertexOut out;
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// Triángulo simple en coordenadas normalized device coordinates
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float2 positions[3] = {
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float2( 0.0, 0.5), // Top
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float2(-0.5, -0.5), // Bottom left
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float2( 0.5, -0.5) // Bottom right
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};
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float4 colors[3] = {
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float4(1, 0, 0, 1), // Red
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float4(0, 1, 0, 1), // Green
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float4(0, 0, 1, 1) // Blue
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};
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out.position = float4(positions[vertexID], 0.0, 1.0);
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out.color = colors[vertexID];
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return out;
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}
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)";
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NSString* triangleFragmentShaderSource = @R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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float4 color;
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};
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fragment float4 triangle_fragment_main(VertexOut in [[stage_in]]) {
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return in.color;
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}
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)";
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// Shaders para sprites con textura
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NSString* spriteVertexShaderSource = @R"(
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#include <metal_stdlib>
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using namespace metal;
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struct SpriteVertexIn {
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float2 position [[attribute(0)]];
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float2 texCoord [[attribute(1)]];
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};
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struct SpriteVertexOut {
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float4 position [[position]];
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float2 texCoord;
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};
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vertex SpriteVertexOut sprite_vertex_main(SpriteVertexIn in [[stage_in]]) {
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SpriteVertexOut out;
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out.position = float4(in.position, 0.0, 1.0);
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out.texCoord = in.texCoord;
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return out;
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}
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)";
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NSString* spriteFragmentShaderSource = @R"(
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#include <metal_stdlib>
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using namespace metal;
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struct SpriteVertexOut {
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float4 position [[position]];
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float2 texCoord;
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};
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fragment float4 sprite_fragment_main(SpriteVertexOut in [[stage_in]],
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texture2d<float> spriteTexture [[texture(0)]],
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sampler textureSampler [[sampler(0)]]) {
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float4 textureColor = spriteTexture.sample(textureSampler, in.texCoord);
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return textureColor;
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}
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)";
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// Compilar shaders de fondo
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NSError* error = nil;
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id<MTLLibrary> backgroundVertexLibrary = [device newLibraryWithSource:backgroundVertexShaderSource options:nil error:&error];
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if (!backgroundVertexLibrary || error) {
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if (error) {
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std::cout << "Failed to compile background vertex shader: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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id<MTLLibrary> backgroundFragmentLibrary = [device newLibraryWithSource:backgroundFragmentShaderSource options:nil error:&error];
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if (!backgroundFragmentLibrary || error) {
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if (error) {
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std::cout << "Failed to compile background fragment shader: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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id<MTLFunction> backgroundVertexFunction = [backgroundVertexLibrary newFunctionWithName:@"background_vertex_main"];
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id<MTLFunction> backgroundFragmentFunction = [backgroundFragmentLibrary newFunctionWithName:@"background_fragment_main"];
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// Compilar shaders de triángulo
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id<MTLLibrary> triangleVertexLibrary = [device newLibraryWithSource:triangleVertexShaderSource options:nil error:&error];
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if (!triangleVertexLibrary || error) {
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if (error) {
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std::cout << "Failed to compile triangle vertex shader: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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id<MTLLibrary> triangleFragmentLibrary = [device newLibraryWithSource:triangleFragmentShaderSource options:nil error:&error];
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if (!triangleFragmentLibrary || error) {
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if (error) {
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std::cout << "Failed to compile triangle fragment shader: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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id<MTLFunction> triangleVertexFunction = [triangleVertexLibrary newFunctionWithName:@"triangle_vertex_main"];
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id<MTLFunction> triangleFragmentFunction = [triangleFragmentLibrary newFunctionWithName:@"triangle_fragment_main"];
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// Compilar shaders de sprites
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id<MTLLibrary> spriteVertexLibrary = [device newLibraryWithSource:spriteVertexShaderSource options:nil error:&error];
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if (!spriteVertexLibrary || error) {
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if (error) {
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std::cout << "Failed to compile sprite vertex shader: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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id<MTLLibrary> spriteFragmentLibrary = [device newLibraryWithSource:spriteFragmentShaderSource options:nil error:&error];
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if (!spriteFragmentLibrary || error) {
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if (error) {
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std::cout << "Failed to compile sprite fragment shader: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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id<MTLFunction> spriteVertexFunction = [spriteVertexLibrary newFunctionWithName:@"sprite_vertex_main"];
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id<MTLFunction> spriteFragmentFunction = [spriteFragmentLibrary newFunctionWithName:@"sprite_fragment_main"];
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// Crear pipeline de fondo
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MTLRenderPipelineDescriptor* backgroundPipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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backgroundPipelineDescriptor.vertexFunction = backgroundVertexFunction;
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backgroundPipelineDescriptor.fragmentFunction = backgroundFragmentFunction;
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backgroundPipelineDescriptor.colorAttachments[0].pixelFormat = metalLayer.pixelFormat;
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id<MTLRenderPipelineState> backgroundPipelineState = [device newRenderPipelineStateWithDescriptor:backgroundPipelineDescriptor error:&error];
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if (!backgroundPipelineState || error) {
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if (error) {
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std::cout << "Failed to create background render pipeline: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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// Crear pipeline de triángulo
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MTLRenderPipelineDescriptor* trianglePipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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trianglePipelineDescriptor.vertexFunction = triangleVertexFunction;
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trianglePipelineDescriptor.fragmentFunction = triangleFragmentFunction;
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trianglePipelineDescriptor.colorAttachments[0].pixelFormat = metalLayer.pixelFormat;
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id<MTLRenderPipelineState> trianglePipelineState = [device newRenderPipelineStateWithDescriptor:trianglePipelineDescriptor error:&error];
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if (!trianglePipelineState || error) {
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if (error) {
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std::cout << "Failed to create triangle render pipeline: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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// Crear pipeline de sprites con alpha blending
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MTLRenderPipelineDescriptor* spritePipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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spritePipelineDescriptor.vertexFunction = spriteVertexFunction;
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spritePipelineDescriptor.fragmentFunction = spriteFragmentFunction;
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spritePipelineDescriptor.colorAttachments[0].pixelFormat = metalLayer.pixelFormat;
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// Configurar alpha blending
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spritePipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
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spritePipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
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spritePipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
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spritePipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
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spritePipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
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spritePipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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spritePipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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// Configurar vertex descriptor para sprites
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MTLVertexDescriptor* spriteVertexDescriptor = [[MTLVertexDescriptor alloc] init];
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spriteVertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
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spriteVertexDescriptor.attributes[0].offset = 0;
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spriteVertexDescriptor.attributes[0].bufferIndex = 0;
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spriteVertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoord
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spriteVertexDescriptor.attributes[1].offset = 8;
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spriteVertexDescriptor.attributes[1].bufferIndex = 0;
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spriteVertexDescriptor.layouts[0].stride = sizeof(SpriteVertex);
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spriteVertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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spritePipelineDescriptor.vertexDescriptor = spriteVertexDescriptor;
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id<MTLRenderPipelineState> spritePipelineState = [device newRenderPipelineStateWithDescriptor:spritePipelineDescriptor error:&error];
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if (!spritePipelineState || error) {
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if (error) {
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std::cout << "Failed to create sprite render pipeline: " << [[error localizedDescription] UTF8String] << std::endl;
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}
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return -1;
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}
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// Cargar textura de sprite
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NSString* texturePath = @"data/ball.png";
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NSImage* image = [[NSImage alloc] initWithContentsOfFile:texturePath];
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if (!image) {
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std::cout << "Failed to load texture image: data/ball.png" << std::endl;
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return -1;
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}
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// Obtener representación como bitmap
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NSBitmapImageRep* bitmap = [[NSBitmapImageRep alloc] initWithData:[image TIFFRepresentation]];
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if (!bitmap) {
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std::cout << "Failed to create bitmap from image" << std::endl;
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return -1;
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}
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// Crear descriptor de textura Metal
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MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
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width:[bitmap pixelsWide]
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height:[bitmap pixelsHigh]
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mipmapped:NO];
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// Crear textura Metal
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id<MTLTexture> spriteTexture = [device newTextureWithDescriptor:textureDescriptor];
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if (!spriteTexture) {
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std::cout << "Failed to create Metal texture" << std::endl;
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return -1;
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}
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// Copiar datos de imagen a textura Metal
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MTLRegion region = MTLRegionMake2D(0, 0, [bitmap pixelsWide], [bitmap pixelsHigh]);
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[spriteTexture replaceRegion:region
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mipmapLevel:0
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withBytes:[bitmap bitmapData]
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bytesPerRow:[bitmap bytesPerRow]];
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// Crear sampler con filtro NEAREST para evitar blur
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MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
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samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
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samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
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samplerDescriptor.sAddressMode = MTLSamplerAddressModeClampToEdge;
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samplerDescriptor.tAddressMode = MTLSamplerAddressModeClampToEdge;
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id<MTLSamplerState> textureSampler = [device newSamplerStateWithDescriptor:samplerDescriptor];
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if (!textureSampler) {
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std::cout << "Failed to create Metal sampler" << std::endl;
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return -1;
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}
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// Crear vertex buffer para sprites
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id<MTLBuffer> spriteVertexBuffer = [device newBufferWithLength:1024 options:MTLResourceCPUCacheModeDefaultCache];
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if (!spriteVertexBuffer) {
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std::cout << "Failed to create sprite vertex buffer" << std::endl;
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return -1;
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}
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std::cout << "Metal pipelines created successfully (background + triangle + sprites)" << std::endl;
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std::cout << "Sprite texture loaded: " << [bitmap pixelsWide] << "x" << [bitmap pixelsHigh] << std::endl;
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// Main loop
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bool quit = false;
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SDL_Event e;
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while (!quit) {
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_EVENT_QUIT) {
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quit = true;
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}
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}
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// Obtener drawable del Metal layer
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id<CAMetalDrawable> drawable = [metalLayer nextDrawable];
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if (!drawable) {
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continue;
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}
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// Crear render pass descriptor
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MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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// Crear command buffer
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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if (!commandBuffer) {
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continue;
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}
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// Crear render command encoder
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id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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if (!renderEncoder) {
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continue;
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}
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// 1. Dibujar fondo degradado primero
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[renderEncoder setRenderPipelineState:backgroundPipelineState];
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:6];
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// 2. Dibujar triángulo encima
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[renderEncoder setRenderPipelineState:trianglePipelineState];
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
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// 3. Dibujar sprite con alpha blending
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[renderEncoder setRenderPipelineState:spritePipelineState];
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// Configurar textura y sampler
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[renderEncoder setFragmentTexture:spriteTexture atIndex:0];
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[renderEncoder setFragmentSamplerState:textureSampler atIndex:0];
|
|
|
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// Crear sprite centrado con un tamaño pequeño
|
|
SpriteVertex spriteVertices[6]; // 2 triángulos para formar un quad
|
|
|
|
// Sprite centrado de 30x30 pixels en pantalla de 960x720 (mantiene proporción de 10px en 320x240)
|
|
float spriteSize = 30.0f;
|
|
float windowWidth = 960.0f;
|
|
float windowHeight = 720.0f;
|
|
|
|
// Convertir a coordenadas NDC
|
|
float halfWidth = (spriteSize / windowWidth); // 0.1 en NDC
|
|
float halfHeight = (spriteSize / windowHeight); // 0.133 en NDC
|
|
|
|
// Primer triángulo (bottom-left, bottom-right, top-left)
|
|
spriteVertices[0] = {{-halfWidth, -halfHeight}, {0.0f, 1.0f}}; // bottom-left
|
|
spriteVertices[1] = {{ halfWidth, -halfHeight}, {1.0f, 1.0f}}; // bottom-right
|
|
spriteVertices[2] = {{-halfWidth, halfHeight}, {0.0f, 0.0f}}; // top-left
|
|
|
|
// Segundo triángulo (bottom-right, top-right, top-left)
|
|
spriteVertices[3] = {{ halfWidth, -halfHeight}, {1.0f, 1.0f}}; // bottom-right
|
|
spriteVertices[4] = {{ halfWidth, halfHeight}, {1.0f, 0.0f}}; // top-right
|
|
spriteVertices[5] = {{-halfWidth, halfHeight}, {0.0f, 0.0f}}; // top-left
|
|
|
|
// Copiar vértices al buffer
|
|
void* spriteData = [spriteVertexBuffer contents];
|
|
memcpy(spriteData, spriteVertices, sizeof(spriteVertices));
|
|
|
|
// Configurar vertex buffer y dibujar
|
|
[renderEncoder setVertexBuffer:spriteVertexBuffer offset:0 atIndex:0];
|
|
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:6];
|
|
|
|
[renderEncoder endEncoding];
|
|
|
|
// Presentar drawable
|
|
[commandBuffer presentDrawable:drawable];
|
|
[commandBuffer commit];
|
|
}
|
|
|
|
// Cleanup
|
|
SDL_DestroyRenderer(renderer);
|
|
SDL_DestroyWindow(window);
|
|
SDL_Quit();
|
|
|
|
std::cout << "vibe5_metal finished successfully" << std::endl;
|
|
return 0;
|
|
|
|
#else
|
|
std::cout << "This example requires macOS and Metal support" << std::endl;
|
|
return -1;
|
|
#endif
|
|
} |