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2025-10-24 18:36:00 +02:00

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C++

#include "opengl_shader.hpp"
#include <SDL3/SDL.h>
#include <array>
#include <cstring>
#include <stdexcept>
#include <vector>
#include "ui/logger.hpp" // Para Loger
namespace Rendering {
OpenGLShader::~OpenGLShader() {
cleanup();
}
#ifndef __APPLE__
auto OpenGLShader::initGLExtensions() -> bool {
glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)SDL_GL_GetProcAddress("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)SDL_GL_GetProcAddress("glBindVertexArray");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)SDL_GL_GetProcAddress("glDeleteVertexArrays");
glGenBuffers = (PFNGLGENBUFFERSPROC)SDL_GL_GetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)SDL_GL_GetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)SDL_GL_GetProcAddress("glBufferData");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)SDL_GL_GetProcAddress("glDeleteBuffers");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)SDL_GL_GetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray");
return (glCreateShader != nullptr) && (glShaderSource != nullptr) && (glCompileShader != nullptr) && (glGetShaderiv != nullptr) &&
(glGetShaderInfoLog != nullptr) && (glDeleteShader != nullptr) && (glAttachShader != nullptr) && (glCreateProgram != nullptr) &&
(glLinkProgram != nullptr) && (glValidateProgram != nullptr) && (glGetProgramiv != nullptr) && (glGetProgramInfoLog != nullptr) &&
(glUseProgram != nullptr) && (glDeleteProgram != nullptr) && (glGetUniformLocation != nullptr) && (glUniform2f != nullptr) &&
(glGenVertexArrays != nullptr) && (glBindVertexArray != nullptr) && (glDeleteVertexArrays != nullptr) &&
(glGenBuffers != nullptr) && (glBindBuffer != nullptr) && (glBufferData != nullptr) && (glDeleteBuffers != nullptr) &&
(glVertexAttribPointer != nullptr) && (glEnableVertexAttribArray != nullptr);
}
#endif
void OpenGLShader::checkGLError(const char* operation) {
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error OpenGL en %s: 0x%x",
operation,
error);
}
}
auto OpenGLShader::compileShader(const std::string& source, GLenum shader_type) -> GLuint {
if (source.empty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ERROR: El código fuente del shader está vacío");
return 0;
}
GLuint shader_id = glCreateShader(shader_type);
if (shader_id == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al crear shader");
checkGLError("glCreateShader");
return 0;
}
std::array<const char*, 1> sources = {source.c_str()};
glShaderSource(shader_id, 1, sources.data(), nullptr);
checkGLError("glShaderSource");
glCompileShader(shader_id);
checkGLError("glCompileShader");
// Verificar compilación
GLint compiled = GL_FALSE;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled);
if (compiled != GL_TRUE) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error en compilación del shader");
GLint log_length;
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
std::vector<char> log(log_length);
glGetShaderInfoLog(shader_id, log_length, &log_length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Log de compilación: %s",
log.data());
}
glDeleteShader(shader_id);
return 0;
}
return shader_id;
}
auto OpenGLShader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) -> GLuint {
GLuint program = glCreateProgram();
if (program == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al crear programa de shaders");
return 0;
}
glAttachShader(program, vertex_shader);
checkGLError("glAttachShader(vertex)");
glAttachShader(program, fragment_shader);
checkGLError("glAttachShader(fragment)");
glLinkProgram(program);
checkGLError("glLinkProgram");
// Verificar enlace
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked != GL_TRUE) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al enlazar programa");
GLint log_length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
std::vector<char> log(log_length);
glGetProgramInfoLog(program, log_length, &log_length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Log de enlace: %s",
log.data());
}
glDeleteProgram(program);
return 0;
}
glValidateProgram(program);
checkGLError("glValidateProgram");
return program;
}
void OpenGLShader::createQuadGeometry() {
// Datos del quad: posición (x, y) + coordenadas de textura (u, v)
// Formato: x, y, u, v
std::array<float, 16> vertices = {
// Posición // TexCoords
-1.0F,
-1.0F,
0.0F,
0.0F, // Inferior izquierda
1.0F,
-1.0F,
1.0F,
0.0F, // Inferior derecha
1.0F,
1.0F,
1.0F,
1.0F, // Superior derecha
-1.0F,
1.0F,
0.0F,
1.0F // Superior izquierda
};
// Índices para dibujar el quad con dos triángulos
std::array<unsigned int, 6> indices = {
0,
1,
2, // Primer triángulo
2,
3,
0 // Segundo triángulo
};
// Generar y configurar VAO
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
checkGLError("glBindVertexArray");
// Generar y configurar VBO
glGenBuffers(1, &vbo_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices.data(), GL_STATIC_DRAW);
checkGLError("glBufferData(VBO)");
// Generar y configurar EBO
glGenBuffers(1, &ebo_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices.data(), GL_STATIC_DRAW);
checkGLError("glBufferData(EBO)");
// Atributo 0: Posición (2 floats)
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
checkGLError("glVertexAttribPointer(position)");
// Atributo 1: Coordenadas de textura (2 floats)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), static_cast<const void*>(static_cast<const char*>(nullptr) + 2 * sizeof(float)));
glEnableVertexAttribArray(1);
checkGLError("glVertexAttribPointer(texcoord)");
// Desvincular
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
auto OpenGLShader::getTextureID(SDL_Texture* texture) -> GLuint {
if (texture == nullptr) {
return 1;
}
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
GLuint texture_id = 0;
// Intentar obtener ID de textura OpenGL
texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
if (texture_id == 0) {
texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
}
if (texture_id == 0) {
texture_id = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", 1);
}
if (texture_id == 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No se pudo obtener ID de textura OpenGL, usando 1 por defecto");
texture_id = 1;
}
return texture_id;
}
auto OpenGLShader::init(SDL_Window* window,
SDL_Texture* texture,
const std::string& vertex_source,
const std::string& fragment_source) -> bool {
window_ = window;
back_buffer_ = texture;
renderer_ = SDL_GetRenderer(window);
if (renderer_ == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error: No se pudo obtener el renderer");
return false;
}
// Obtener tamaños
SDL_GetWindowSize(window_, &window_width_, &window_height_);
SDL_GetTextureSize(back_buffer_, &texture_width_, &texture_height_);
/*
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Inicializando shaders: ventana=%dx%d, textura=%.0fx%.0f",
window_width_,
window_height_,
texture_width_,
texture_height_);
*/
Logger::info(
"Inicializando shaders: ventana=" +
std::to_string(window_width_) +
"x" +
std::to_string(window_height_) +
", textura=" +
std::to_string(static_cast<int>(texture_width_)) +
"x" +
std::to_string(static_cast<int>(texture_height_)));
// Verificar que es OpenGL
const char* renderer_name = SDL_GetRendererName(renderer_);
if ((renderer_name == nullptr) || strncmp(renderer_name, "opengl", 6) != 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Renderer no es OpenGL: %s",
(renderer_name != nullptr) ? renderer_name : "unknown");
return false;
}
#ifndef __APPLE__
// Inicializar extensiones OpenGL en Windows/Linux
if (!initGLExtensions()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al inicializar extensiones OpenGL");
return false;
}
#endif
// Limpiar shader anterior si existe
if (program_id_ != 0) {
glDeleteProgram(program_id_);
program_id_ = 0;
}
// Compilar shaders
GLuint vertex_shader = compileShader(vertex_source, GL_VERTEX_SHADER);
GLuint fragment_shader = compileShader(fragment_source, GL_FRAGMENT_SHADER);
if (vertex_shader == 0 || fragment_shader == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al compilar shaders");
if (vertex_shader != 0) {
glDeleteShader(vertex_shader);
}
if (fragment_shader != 0) {
glDeleteShader(fragment_shader);
}
return false;
}
// Enlazar programa
program_id_ = linkProgram(vertex_shader, fragment_shader);
// Limpiar shaders (ya no necesarios tras el enlace)
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
if (program_id_ == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al crear programa de shaders");
return false;
}
// Crear geometría del quad
createQuadGeometry();
// Obtener ubicación del uniform TextureSize
glUseProgram(program_id_);
texture_size_location_ = glGetUniformLocation(program_id_, "TextureSize");
if (texture_size_location_ != -1) {
/*
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Configurando TextureSize uniform: %.0fx%.0f",
texture_width_,
texture_height_);
*/
Logger::info(
"Configurando TextureSize uniform: " +
std::to_string(static_cast<int>(texture_width_)) +
"x" +
std::to_string(static_cast<int>(texture_height_)));
glUniform2f(texture_size_location_, texture_width_, texture_height_);
checkGLError("glUniform2f(TextureSize)");
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Uniform 'TextureSize' no encontrado en shader");
}
glUseProgram(0);
is_initialized_ = true;
/*
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"** OpenGL 3.3 Shader Backend inicializado correctamente");
*/
Logger::info("OpenGL 3.3 Shader Backend inicializado correctamente");
return true;
}
void OpenGLShader::render() {
if (!is_initialized_ || program_id_ == 0) {
// Fallback: renderizado SDL normal
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
SDL_SetRenderTarget(renderer_, nullptr);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, back_buffer_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
return;
}
// Obtener tamaño actual de ventana (puede haber cambiado)
int current_width;
int current_height;
SDL_GetWindowSize(window_, &current_width, &current_height);
// Guardar estados OpenGL
GLint old_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_program);
std::array<GLint, 4> old_viewport{};
glGetIntegerv(GL_VIEWPORT, old_viewport.data());
GLboolean was_texture_enabled = glIsEnabled(GL_TEXTURE_2D);
GLint old_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture);
GLint old_vao;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
// Preparar renderizado
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
SDL_SetRenderTarget(renderer_, nullptr);
SDL_RenderClear(renderer_);
// Obtener y bindear textura
GLuint texture_id = getTextureID(back_buffer_);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id);
checkGLError("glBindTexture");
// Usar nuestro programa
glUseProgram(program_id_);
checkGLError("glUseProgram");
// Configurar viewport (obtener tamaño lógico de SDL)
int logical_w;
int logical_h;
SDL_RendererLogicalPresentation mode;
SDL_GetRenderLogicalPresentation(renderer_, &logical_w, &logical_h, &mode);
if (logical_w == 0 || logical_h == 0) {
logical_w = current_width;
logical_h = current_height;
}
// Calcular viewport considerando aspect ratio
int viewport_x = 0;
int viewport_y = 0;
int viewport_w = current_width;
int viewport_h = current_height;
if (mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
int scale_x = current_width / logical_w;
int scale_y = current_height / logical_h;
int scale = (scale_x < scale_y) ? scale_x : scale_y;
scale = std::max(scale, 1);
viewport_w = logical_w * scale;
viewport_h = logical_h * scale;
viewport_x = (current_width - viewport_w) / 2;
viewport_y = (current_height - viewport_h) / 2;
} else {
float window_aspect = static_cast<float>(current_width) / current_height;
float logical_aspect = static_cast<float>(logical_w) / logical_h;
if (window_aspect > logical_aspect) {
viewport_w = static_cast<int>(logical_aspect * current_height);
viewport_x = (current_width - viewport_w) / 2;
} else {
viewport_h = static_cast<int>(current_width / logical_aspect);
viewport_y = (current_height - viewport_h) / 2;
}
}
glViewport(viewport_x, viewport_y, viewport_w, viewport_h);
checkGLError("glViewport");
// Dibujar quad usando VAO
glBindVertexArray(vao_);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
checkGLError("glDrawElements");
// Presentar
SDL_GL_SwapWindow(window_);
// Restaurar estados OpenGL
glUseProgram(old_program);
glBindTexture(GL_TEXTURE_2D, old_texture);
if (was_texture_enabled == 0U) {
glDisable(GL_TEXTURE_2D);
}
glBindVertexArray(old_vao);
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
}
void OpenGLShader::setTextureSize(float width, float height) {
if (!is_initialized_ || program_id_ == 0) {
return;
}
texture_width_ = width;
texture_height_ = height;
GLint old_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_program);
glUseProgram(program_id_);
if (texture_size_location_ != -1) {
glUniform2f(texture_size_location_, width, height);
checkGLError("glUniform2f(TextureSize)");
}
glUseProgram(old_program);
}
void OpenGLShader::cleanup() {
if (vao_ != 0) {
glDeleteVertexArrays(1, &vao_);
vao_ = 0;
}
if (vbo_ != 0) {
glDeleteBuffers(1, &vbo_);
vbo_ = 0;
}
if (ebo_ != 0) {
glDeleteBuffers(1, &ebo_);
ebo_ = 0;
}
if (program_id_ != 0) {
glDeleteProgram(program_id_);
program_id_ = 0;
}
is_initialized_ = false;
window_ = nullptr;
renderer_ = nullptr;
back_buffer_ = nullptr;
}
} // namespace Rendering