afegida carpeta "external" al source i moguts ahi els .cpp que no son meus
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#include "jail_shader.h"
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#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogError, SDL_LogWarn
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#include <SDL3/SDL_rect.h> // Para SDL_FPoint, SDL_Point
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#include <cstring> // Para strncmp
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#include <stdexcept> // Para runtime_error
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#include <vector> // Para vector
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#ifdef __APPLE__
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#include "CoreFoundation/CoreFoundation.h" // Para Core Foundation en macOS
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#include <OpenGL/OpenGL.h> // Para OpenGL en macOS
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#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#include <OpenGL/gl3.h> // Para OpenGL 3 en macOS
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#else // NO ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#include <OpenGL/gl.h> // Para OpenGL (compatibilidad) en macOS
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#endif // ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#else // SI NO ES __APPLE__
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#include <SDL3/SDL_opengl.h> // Para GLuint, glTexCoord2f, glVertex2f, GLfloat
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#endif // __APPLE__
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namespace shader
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{
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SDL_Window *win = nullptr;
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SDL_Renderer *renderer = nullptr;
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GLuint programId = 0;
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SDL_Texture *backBuffer = nullptr;
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SDL_Point win_size = {320 * 4, 256 * 4};
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SDL_FPoint tex_size = {320, 256};
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bool usingOpenGL = false;
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#ifndef __APPLE__
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// Declaración de funciones de extensión de OpenGL (evitando GLEW)
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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bool initGLExtensions()
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{
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram;
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}
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#endif
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// Función para compilar un shader a partir de un std::string
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GLuint compileShader(const std::string &source, GLuint shader_type)
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{
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if (source.empty())
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "ERROR FATAL: El código fuente del shader está vacío.");
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throw std::runtime_error("ERROR FATAL: El código fuente del shader está vacío.");
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}
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// Crear identificador del shader
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GLuint shader_id = glCreateShader(shader_type);
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// Agregar una directiva según el tipo de shader
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std::string directive = (shader_type == GL_VERTEX_SHADER)
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? "#define VERTEX\n"
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: "#define FRAGMENT\n";
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const char *sources[2] = {directive.c_str(), source.c_str()};
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// Especificar el código fuente del shader
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glShaderSource(shader_id, 2, sources, nullptr);
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// Compilar el shader
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glCompileShader(shader_id);
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// Verificar si la compilación fue exitosa
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GLint compiled_ok = GL_FALSE;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled_ok);
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if (compiled_ok != GL_TRUE)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error en la compilación del shader (%d)!", shader_id);
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GLint log_length;
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0)
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{
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std::vector<GLchar> log(log_length);
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glGetShaderInfoLog(shader_id, log_length, &log_length, log.data());
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Registro de compilación del shader: %s", log.data());
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}
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glDeleteShader(shader_id);
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shader_id = 0;
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}
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return shader_id;
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}
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// Función para compilar un programa de shaders (vertex y fragment) a partir de std::string
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GLuint compileProgram(const std::string &vertex_shader_source, const std::string &fragment_shader_source)
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{
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GLuint program_id = glCreateProgram();
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// Si el fragment shader está vacío, reutilizamos el código del vertex shader
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GLuint vertex_shader_id = compileShader(vertex_shader_source, GL_VERTEX_SHADER);
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GLuint fragment_shader_id = compileShader(fragment_shader_source.empty() ? vertex_shader_source : fragment_shader_source, GL_FRAGMENT_SHADER);
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if (vertex_shader_id && fragment_shader_id)
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{
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// Asociar los shaders al programa
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glAttachShader(program_id, vertex_shader_id);
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glAttachShader(program_id, fragment_shader_id);
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glLinkProgram(program_id);
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glValidateProgram(program_id);
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// Verificar el estado del enlace
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GLint log_length;
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glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0)
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{
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std::vector<char> log(log_length);
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glGetProgramInfoLog(program_id, log_length, &log_length, log.data());
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Registro de información del programa:\n%s", log.data());
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}
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}
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if (vertex_shader_id)
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{
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glDeleteShader(vertex_shader_id);
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}
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if (fragment_shader_id)
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{
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glDeleteShader(fragment_shader_id);
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}
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return program_id;
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}
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bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::string &vertex_shader, const std::string &fragment_shader)
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{
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shader::win = window;
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shader::renderer = SDL_GetRenderer(window);
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shader::backBuffer = back_buffer_texture;
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SDL_GetWindowSize(window, &win_size.x, &win_size.y);
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SDL_GetTextureSize(back_buffer_texture, &tex_size.x, &tex_size.y);
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const auto render_name = SDL_GetRendererName(renderer);
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// Verificar que el renderer sea OpenGL
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if (!strncmp(render_name, "opengl", 6))
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{
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#ifndef __APPLE__
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if (!initGLExtensions())
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{
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "ADVERTENCIA: No se han podido inicializar las extensiones de OpenGL.");
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usingOpenGL = false;
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return false;
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}
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#endif
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// Compilar el programa de shaders utilizando std::string
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programId = compileProgram(vertex_shader, fragment_shader);
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}
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else
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{
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "ADVERTENCIA: El driver del renderer no es OpenGL.");
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usingOpenGL = false;
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return false;
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}
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usingOpenGL = true;
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return true;
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}
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void render()
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{
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GLint oldProgramId;
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// Establece el color de fondo
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderTarget(renderer, nullptr);
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SDL_RenderClear(renderer);
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if (usingOpenGL)
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{
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SDL_GetTextureProperties(backBuffer);
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glBindTexture(GL_TEXTURE_2D, 1);
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if (programId != 0)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
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glUseProgram(programId);
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}
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// Recupera el tamaño lógico configurado con SDL_RenderSetLogicalSize
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int logicalW, logicalH;
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SDL_RendererLogicalPresentation mode;
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SDL_GetRenderLogicalPresentation(renderer, &logicalW, &logicalH, &mode);
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if (logicalW == 0 || logicalH == 0)
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{
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logicalW = win_size.x;
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logicalH = win_size.y;
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}
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// Cálculo del viewport
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int viewportX = 0, viewportY = 0, viewportW = win_size.x, viewportH = win_size.y;
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const bool USE_INTEGER_SCALE = mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
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if (USE_INTEGER_SCALE)
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{
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// Calcula el factor de escalado entero máximo que se puede aplicar
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int scaleX = win_size.x / logicalW;
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int scaleY = win_size.y / logicalH;
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int scale = (scaleX < scaleY ? scaleX : scaleY);
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if (scale < 1)
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{
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scale = 1;
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}
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viewportW = logicalW * scale;
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viewportH = logicalH * scale;
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viewportX = (win_size.x - viewportW) / 2;
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viewportY = (win_size.y - viewportH) / 2;
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}
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else
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{
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// Letterboxing: preserva la relación de aspecto usando una escala flotante
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float windowAspect = static_cast<float>(win_size.x) / win_size.y;
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float logicalAspect = static_cast<float>(logicalW) / logicalH;
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if (windowAspect > logicalAspect)
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{
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viewportW = static_cast<int>(logicalAspect * win_size.y);
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viewportX = (win_size.x - viewportW) / 2;
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}
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else
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{
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viewportH = static_cast<int>(win_size.x / logicalAspect);
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viewportY = (win_size.y - viewportH) / 2;
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}
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}
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glViewport(viewportX, viewportY, viewportW, viewportH);
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// Configurar la proyección ortográfica usando el espacio lógico
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// Queremos que el origen esté en la esquina superior izquierda del espacio lógico.
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glOrtho(0, static_cast<GLdouble>(logicalW), static_cast<GLdouble>(logicalH), 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// Dibuja el quad con las coordenadas ajustadas.
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// Se asignan las coordenadas de textura "normales" para que no quede espejado horizontalmente,
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// y se mantiene el flip vertical para que la imagen no aparezca volteada.
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glBegin(GL_TRIANGLE_STRIP);
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// Vértice superior izquierdo
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(0.0f, 0.0f);
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// Vértice superior derecho
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(static_cast<GLfloat>(logicalW), 0.0f);
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// Vértice inferior izquierdo
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(0.0f, static_cast<GLfloat>(logicalH));
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// Vértice inferior derecho
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(static_cast<GLfloat>(logicalW), static_cast<GLfloat>(logicalH));
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glEnd();
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SDL_GL_SwapWindow(win);
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if (programId != 0)
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{
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glUseProgram(oldProgramId);
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}
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}
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else
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{
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SDL_RenderTexture(renderer, backBuffer, nullptr, nullptr);
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SDL_RenderPresent(renderer);
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}
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}
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}
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