migrat a OpenGL 3.3 Core Profile
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98
source/rendering/opengl/opengl_shader.h
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98
source/rendering/opengl/opengl_shader.h
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#pragma once
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#include "../shader_backend.h"
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#ifdef __APPLE__
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#include <OpenGL/gl3.h>
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#else
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#include <SDL3/SDL_opengl.h>
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#endif
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namespace Rendering {
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/**
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* @brief Backend de shaders usando OpenGL 3.3 Core Profile
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*
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* Implementa el renderizado de shaders usando APIs modernas de OpenGL:
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* - VAO (Vertex Array Objects)
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* - VBO (Vertex Buffer Objects)
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* - Shaders GLSL #version 330 core
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*/
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class OpenGLShader : public ShaderBackend {
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public:
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OpenGLShader() = default;
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~OpenGLShader() override;
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bool init(SDL_Window* window,
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SDL_Texture* texture,
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const std::string& vertex_source,
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const std::string& fragment_source) override;
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void render() override;
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void setTextureSize(float width, float height) override;
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void cleanup() override;
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bool isHardwareAccelerated() const override { return is_initialized_; }
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private:
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// Funciones auxiliares
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bool initGLExtensions();
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GLuint compileShader(const std::string& source, GLenum shader_type);
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GLuint linkProgram(GLuint vertex_shader, GLuint fragment_shader);
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void createQuadGeometry();
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GLuint getTextureID(SDL_Texture* texture);
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void checkGLError(const char* operation);
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// Estado SDL
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SDL_Window* window_ = nullptr;
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SDL_Renderer* renderer_ = nullptr;
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SDL_Texture* back_buffer_ = nullptr;
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// Estado OpenGL
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GLuint program_id_ = 0;
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GLuint vao_ = 0; // Vertex Array Object
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GLuint vbo_ = 0; // Vertex Buffer Object
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GLuint ebo_ = 0; // Element Buffer Object
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// Ubicaciones de uniforms
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GLint texture_size_location_ = -1;
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// Tamaños
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int window_width_ = 0;
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int window_height_ = 0;
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float texture_width_ = 0.0f;
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float texture_height_ = 0.0f;
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// Estado
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bool is_initialized_ = false;
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#ifndef __APPLE__
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// Punteros a funciones OpenGL en Windows/Linux
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PFNGLCREATESHADERPROC glCreateShader = nullptr;
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PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
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PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
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PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
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PFNGLDELETESHADERPROC glDeleteShader = nullptr;
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PFNGLATTACHSHADERPROC glAttachShader = nullptr;
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PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
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PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
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PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
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PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
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PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
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PFNGLUNIFORM2FPROC glUniform2f = nullptr;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
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PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
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PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
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PFNGLBUFFERDATAPROC glBufferData = nullptr;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
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#endif
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};
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} // namespace Rendering
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