468 lines
19 KiB
C++
468 lines
19 KiB
C++
#include "jail_shader.h"
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#include <SDL3/SDL.h> // Para SDL_GL_GetProcAddress, SDL_LogError
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#include <stdint.h> // Para uintptr_t
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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 <OpenGL/OpenGL.h> // Para OpenGL en macOS
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#include "CoreFoundation/CoreFoundation.h" // Para Core Foundation 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, GLint, glTexCoord2f, glVertex2f
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#endif // __APPLE__
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namespace shader {
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// Constantes
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const GLuint INVALID_SHADER_ID = 0;
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const GLuint INVALID_PROGRAM_ID = 0;
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const GLuint DEFAULT_TEXTURE_ID = 1;
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// Variables globales
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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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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLUNIFORM2FPROC glUniform2f;
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bool initGLExtensions() {
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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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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
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glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
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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 && glDeleteProgram && glGetUniformLocation && glUniform2f;
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}
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#endif
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// Función para verificar errores de OpenGL
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void checkGLError(const char *operation) {
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GLenum error = glGetError();
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if (error != GL_NO_ERROR) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error OpenGL en %s: 0x%x",
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operation,
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error);
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}
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}
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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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if (source.empty()) {
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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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if (shader_id == INVALID_SHADER_ID) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al crear el shader.");
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checkGLError("glCreateShader");
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return INVALID_SHADER_ID;
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}
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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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checkGLError("glShaderSource");
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// Compilar el shader
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glCompileShader(shader_id);
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checkGLError("glCompileShader");
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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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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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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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return INVALID_SHADER_ID;
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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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GLuint program_id = glCreateProgram();
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if (program_id == INVALID_PROGRAM_ID) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al crear el programa de shaders.");
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checkGLError("glCreateProgram");
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return INVALID_PROGRAM_ID;
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}
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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 != INVALID_SHADER_ID && fragment_shader_id != INVALID_SHADER_ID) {
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// Asociar los shaders al programa
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glAttachShader(program_id, vertex_shader_id);
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checkGLError("glAttachShader vertex");
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glAttachShader(program_id, fragment_shader_id);
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checkGLError("glAttachShader fragment");
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glLinkProgram(program_id);
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checkGLError("glLinkProgram");
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// Verificar el estado del enlace
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GLint isLinked = GL_FALSE;
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glGetProgramiv(program_id, GL_LINK_STATUS, &isLinked);
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if (isLinked == GL_FALSE) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al enlazar el programa de shaders.");
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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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std::vector<char> log(log_length);
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glGetProgramInfoLog(program_id, log_length, &log_length, log.data());
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Registro de enlace del programa: %s", log.data());
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}
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glDeleteProgram(program_id);
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program_id = INVALID_PROGRAM_ID;
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} else {
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glValidateProgram(program_id);
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checkGLError("glValidateProgram");
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// Log de información del programa (solo si hay información)
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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 > 1) // > 1 porque algunos drivers devuelven 1 para cadena vacía
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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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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudieron compilar los shaders.");
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glDeleteProgram(program_id);
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program_id = INVALID_PROGRAM_ID;
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}
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// Limpiar los shaders (ya no son necesarios después del enlace)
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if (vertex_shader_id != INVALID_SHADER_ID) {
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glDeleteShader(vertex_shader_id);
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}
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if (fragment_shader_id != INVALID_SHADER_ID) {
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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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// Función para obtener el ID de textura OpenGL desde SDL3
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GLuint getTextureID(SDL_Texture *texture) {
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if (!texture)
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return DEFAULT_TEXTURE_ID;
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// Intentar obtener el ID de textura OpenGL desde las propiedades de SDL3
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SDL_PropertiesID props = SDL_GetTextureProperties(texture);
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GLuint textureId = 0;
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// Intentar diferentes nombres de propiedades según la versión de SDL3
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textureId = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
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// Si la primera no funciona, intentar con el nombre alternativo
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if (textureId == 0) {
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textureId = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
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}
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// Si aún no funciona, intentar obtener como número
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if (textureId == 0) {
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textureId = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", DEFAULT_TEXTURE_ID);
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}
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// Si ninguna funciona, usar el método manual de bindeo de textura
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if (textureId == 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"No se pudo obtener el ID de textura OpenGL, usando ID por defecto (%d)",
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DEFAULT_TEXTURE_ID);
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textureId = DEFAULT_TEXTURE_ID;
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}
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return textureId;
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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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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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if (!shader::renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudo obtener el renderer de la ventana.");
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return false;
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}
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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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if (!render_name) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudo obtener el nombre del renderer.");
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return false;
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}
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// Limpiar shader anterior si existe
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if (programId != INVALID_PROGRAM_ID) {
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glDeleteProgram(programId);
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programId = INVALID_PROGRAM_ID;
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}
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// Verificar que el renderer sea OpenGL
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if (!strncmp(render_name, "opengl", 6)) {
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#ifndef __APPLE__
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if (!initGLExtensions()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "ERROR: 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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if (programId == INVALID_PROGRAM_ID) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "ERROR: No se pudo compilar el programa de shaders.");
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usingOpenGL = false;
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return false;
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}
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// Establecer el uniform TextureSize inmediatamente después de compilar
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// Los uniforms persisten en el programa una vez establecidos
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glUseProgram(programId);
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GLint textureSizeLocation = glGetUniformLocation(programId, "TextureSize");
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if (textureSizeLocation != -1) {
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glUniform2f(textureSizeLocation, tex_size.x, tex_size.y);
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checkGLError("glUniform2f(TextureSize) - init");
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: No se pudo encontrar el uniform 'TextureSize' en el shader");
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}
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glUseProgram(0); // Deseleccionar el programa
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "ADVERTENCIA: El driver del renderer no es OpenGL (%s).", render_name);
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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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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Shader system initialized successfully");
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return true;
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}
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void render() {
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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 && programId != INVALID_PROGRAM_ID) {
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// Obtener el tamaño actual de la ventana (puede haber cambiado desde init)
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int current_win_width, current_win_height;
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SDL_GetWindowSize(win, ¤t_win_width, ¤t_win_height);
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// Guardar estados de OpenGL
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GLint oldProgramId;
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glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
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GLint oldViewport[4];
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glGetIntegerv(GL_VIEWPORT, oldViewport);
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GLboolean wasTextureEnabled = glIsEnabled(GL_TEXTURE_2D);
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GLint oldTextureId;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId);
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// Obtener y bindear la textura
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GLuint textureId = getTextureID(backBuffer);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, textureId);
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checkGLError("glBindTexture");
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// Usar nuestro programa de shaders
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glUseProgram(programId);
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checkGLError("glUseProgram");
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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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logicalW = current_win_width;
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logicalH = current_win_height;
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}
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// Cálculo del viewport
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int viewportX = 0, viewportY = 0, viewportW = current_win_width, viewportH = current_win_height;
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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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// Calcula el factor de escalado entero máximo que se puede aplicar
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int scaleX = current_win_width / logicalW;
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int scaleY = current_win_height / logicalH;
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int scale = (scaleX < scaleY ? scaleX : scaleY);
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if (scale < 1) {
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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 = (current_win_width - viewportW) / 2;
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viewportY = (current_win_height - viewportH) / 2;
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} else {
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// Letterboxing: preserva la relación de aspecto usando una escala flotante
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float windowAspect = static_cast<float>(current_win_width) / current_win_height;
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float logicalAspect = static_cast<float>(logicalW) / logicalH;
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if (windowAspect > logicalAspect) {
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viewportW = static_cast<int>(logicalAspect * current_win_height);
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viewportX = (current_win_width - viewportW) / 2;
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} else {
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viewportH = static_cast<int>(current_win_width / logicalAspect);
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viewportY = (current_win_height - viewportH) / 2;
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}
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}
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glViewport(viewportX, viewportY, viewportW, viewportH);
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checkGLError("glViewport");
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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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checkGLError("render quad");
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SDL_GL_SwapWindow(win);
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// Restaurar estados de OpenGL
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glUseProgram(oldProgramId);
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glBindTexture(GL_TEXTURE_2D, oldTextureId);
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if (!wasTextureEnabled) {
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glDisable(GL_TEXTURE_2D);
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}
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glViewport(oldViewport[0], oldViewport[1], oldViewport[2], oldViewport[3]);
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} else {
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// Fallback a renderizado normal de SDL
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SDL_RenderTexture(renderer, backBuffer, nullptr, nullptr);
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SDL_RenderPresent(renderer);
|
|
}
|
|
}
|
|
|
|
void setTextureSize(float width, float height) {
|
|
if (!usingOpenGL || programId == INVALID_PROGRAM_ID) {
|
|
return;
|
|
}
|
|
|
|
// Guardar el programa actual
|
|
GLint oldProgramId;
|
|
glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
|
|
|
|
// Usar nuestro programa
|
|
glUseProgram(programId);
|
|
|
|
// Obtener la ubicación del uniform TextureSize
|
|
GLint textureSizeLocation = glGetUniformLocation(programId, "TextureSize");
|
|
if (textureSizeLocation != -1) {
|
|
glUniform2f(textureSizeLocation, width, height);
|
|
checkGLError("glUniform2f(TextureSize)");
|
|
} else {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Warning: No se pudo encontrar el uniform 'TextureSize' en el shader");
|
|
}
|
|
|
|
// Restaurar el programa anterior
|
|
glUseProgram(oldProgramId);
|
|
}
|
|
|
|
void cleanup() {
|
|
if (programId != INVALID_PROGRAM_ID) {
|
|
glDeleteProgram(programId);
|
|
programId = INVALID_PROGRAM_ID;
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Programa de shaders liberado.");
|
|
}
|
|
|
|
// Reinicializar variables
|
|
win = nullptr;
|
|
renderer = nullptr;
|
|
backBuffer = nullptr;
|
|
usingOpenGL = false;
|
|
}
|
|
|
|
bool isUsingOpenGL() {
|
|
return usingOpenGL;
|
|
}
|
|
|
|
GLuint getProgramId() {
|
|
return programId;
|
|
}
|
|
} // namespace shader
|