redistribuida la carpeta source
This commit is contained in:
462
source/core/rendering/opengl/opengl_shader.cpp
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462
source/core/rendering/opengl/opengl_shader.cpp
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#include "core/rendering/opengl/opengl_shader.hpp"
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#include <SDL3/SDL.h>
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#include <cstring>
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#include <stdexcept>
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#include <vector>
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namespace Rendering {
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OpenGLShader::~OpenGLShader() {
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cleanup();
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}
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#ifndef __APPLE__
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bool OpenGLShader::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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glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)SDL_GL_GetProcAddress("glGenVertexArrays");
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glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)SDL_GL_GetProcAddress("glBindVertexArray");
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glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)SDL_GL_GetProcAddress("glDeleteVertexArrays");
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glGenBuffers = (PFNGLGENBUFFERSPROC)SDL_GL_GetProcAddress("glGenBuffers");
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glBindBuffer = (PFNGLBINDBUFFERPROC)SDL_GL_GetProcAddress("glBindBuffer");
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glBufferData = (PFNGLBUFFERDATAPROC)SDL_GL_GetProcAddress("glBufferData");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)SDL_GL_GetProcAddress("glDeleteBuffers");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)SDL_GL_GetProcAddress("glVertexAttribPointer");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray");
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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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glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays &&
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glGenBuffers && glBindBuffer && glBufferData && glDeleteBuffers &&
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glVertexAttribPointer && glEnableVertexAttribArray;
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}
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#endif
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void OpenGLShader::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", operation, error);
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}
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}
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GLuint OpenGLShader::compileShader(const std::string& source, GLenum shader_type) {
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if (source.empty()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"ERROR: El código fuente del shader está vacío");
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return 0;
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}
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GLuint shader_id = glCreateShader(shader_type);
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if (shader_id == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al crear shader");
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checkGLError("glCreateShader");
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return 0;
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}
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const char* sources[1] = {source.c_str()};
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glShaderSource(shader_id, 1, sources, nullptr);
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checkGLError("glShaderSource");
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glCompileShader(shader_id);
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checkGLError("glCompileShader");
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// Verificar compilación
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GLint compiled = GL_FALSE;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled);
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if (compiled != GL_TRUE) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error en compilación del shader");
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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<char> 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,
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"Log de compilación: %s", log.data());
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}
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glDeleteShader(shader_id);
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return 0;
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}
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return shader_id;
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}
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GLuint OpenGLShader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) {
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GLuint program = glCreateProgram();
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if (program == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al crear programa de shaders");
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return 0;
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}
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glAttachShader(program, vertex_shader);
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checkGLError("glAttachShader(vertex)");
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glAttachShader(program, fragment_shader);
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checkGLError("glAttachShader(fragment)");
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glLinkProgram(program);
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checkGLError("glLinkProgram");
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// Verificar enlace
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GLint linked = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (linked != GL_TRUE) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al enlazar programa");
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GLint log_length;
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glGetProgramiv(program, 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, log_length, &log_length, log.data());
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Log de enlace: %s", log.data());
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}
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glDeleteProgram(program);
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return 0;
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}
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glValidateProgram(program);
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checkGLError("glValidateProgram");
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return program;
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}
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void OpenGLShader::createQuadGeometry() {
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// Datos del quad: posición (x, y) + coordenadas de textura (u, v)
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// Formato: x, y, u, v
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float vertices[] = {
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// Posición // TexCoords
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-1.0f, -1.0f, 0.0f, 0.0f, // Inferior izquierda
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1.0f, -1.0f, 1.0f, 0.0f, // Inferior derecha
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1.0f, 1.0f, 1.0f, 1.0f, // Superior derecha
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-1.0f, 1.0f, 0.0f, 1.0f // Superior izquierda
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};
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// Índices para dibujar el quad con dos triángulos
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unsigned int indices[] = {
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0, 1, 2, // Primer triángulo
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2, 3, 0 // Segundo triángulo
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};
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// Generar y configurar VAO
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glGenVertexArrays(1, &vao_);
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glBindVertexArray(vao_);
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checkGLError("glBindVertexArray");
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// Generar y configurar VBO
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glGenBuffers(1, &vbo_);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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checkGLError("glBufferData(VBO)");
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// Generar y configurar EBO
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glGenBuffers(1, &ebo_);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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checkGLError("glBufferData(EBO)");
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// Atributo 0: Posición (2 floats)
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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checkGLError("glVertexAttribPointer(position)");
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// Atributo 1: Coordenadas de textura (2 floats)
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glEnableVertexAttribArray(1);
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checkGLError("glVertexAttribPointer(texcoord)");
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// Desvincular
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
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if (!texture) return 1;
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SDL_PropertiesID props = SDL_GetTextureProperties(texture);
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GLuint texture_id = 0;
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// Intentar obtener ID de textura OpenGL
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texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
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if (texture_id == 0) {
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texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
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}
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if (texture_id == 0) {
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texture_id = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", 1);
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}
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if (texture_id == 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"No se pudo obtener ID de textura OpenGL, usando 1 por defecto");
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texture_id = 1;
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}
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return texture_id;
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}
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bool OpenGLShader::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) {
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window_ = window;
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back_buffer_ = texture;
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renderer_ = SDL_GetRenderer(window);
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if (!renderer_) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error: No se pudo obtener el renderer");
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return false;
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}
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// Obtener tamaños
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SDL_GetWindowSize(window_, &window_width_, &window_height_);
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SDL_GetTextureSize(back_buffer_, &texture_width_, &texture_height_);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Inicializando shaders: ventana=%dx%d, textura=%.0fx%.0f",
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window_width_, window_height_, texture_width_, texture_height_);
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// Verificar que es OpenGL
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const char* renderer_name = SDL_GetRendererName(renderer_);
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if (!renderer_name || strncmp(renderer_name, "opengl", 6) != 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Renderer no es OpenGL: %s", renderer_name ? renderer_name : "unknown");
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return false;
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}
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#ifndef __APPLE__
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// Inicializar extensiones OpenGL en Windows/Linux
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if (!initGLExtensions()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al inicializar extensiones OpenGL");
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return false;
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}
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#endif
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// Limpiar shader anterior si existe
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if (program_id_ != 0) {
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glDeleteProgram(program_id_);
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program_id_ = 0;
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}
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// Compilar shaders
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GLuint vertex_shader = compileShader(vertex_source, GL_VERTEX_SHADER);
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GLuint fragment_shader = compileShader(fragment_source, GL_FRAGMENT_SHADER);
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if (vertex_shader == 0 || fragment_shader == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al compilar shaders");
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if (vertex_shader != 0) glDeleteShader(vertex_shader);
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if (fragment_shader != 0) glDeleteShader(fragment_shader);
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return false;
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}
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// Enlazar programa
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program_id_ = linkProgram(vertex_shader, fragment_shader);
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// Limpiar shaders (ya no necesarios tras el enlace)
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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if (program_id_ == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al crear programa de shaders");
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return false;
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}
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// Crear geometría del quad
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createQuadGeometry();
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// Obtener ubicación del uniform TextureSize
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glUseProgram(program_id_);
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texture_size_location_ = glGetUniformLocation(program_id_, "TextureSize");
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if (texture_size_location_ != -1) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Configurando TextureSize uniform: %.0fx%.0f",
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texture_width_, texture_height_);
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glUniform2f(texture_size_location_, texture_width_, texture_height_);
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checkGLError("glUniform2f(TextureSize)");
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Uniform 'TextureSize' no encontrado en shader");
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}
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glUseProgram(0);
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is_initialized_ = true;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"** OpenGL 3.3 Shader Backend inicializado correctamente");
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return true;
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}
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void OpenGLShader::render() {
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if (!is_initialized_ || program_id_ == 0) {
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// Fallback: renderizado SDL normal
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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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SDL_RenderTexture(renderer_, back_buffer_, nullptr, nullptr);
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SDL_RenderPresent(renderer_);
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return;
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}
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// Obtener tamaño actual de ventana (puede haber cambiado)
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int current_width, current_height;
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SDL_GetWindowSize(window_, ¤t_width, ¤t_height);
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// Guardar estados OpenGL
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GLint old_program;
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glGetIntegerv(GL_CURRENT_PROGRAM, &old_program);
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GLint old_viewport[4];
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glGetIntegerv(GL_VIEWPORT, old_viewport);
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GLboolean was_texture_enabled = glIsEnabled(GL_TEXTURE_2D);
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GLint old_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture);
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GLint old_vao;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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// Preparar renderizado
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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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// Obtener y bindear textura
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GLuint texture_id = getTextureID(back_buffer_);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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checkGLError("glBindTexture");
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// Usar nuestro programa
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glUseProgram(program_id_);
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checkGLError("glUseProgram");
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// Configurar viewport (obtener tamaño lógico de SDL)
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int logical_w, logical_h;
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SDL_RendererLogicalPresentation mode;
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SDL_GetRenderLogicalPresentation(renderer_, &logical_w, &logical_h, &mode);
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if (logical_w == 0 || logical_h == 0) {
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logical_w = current_width;
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logical_h = current_height;
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}
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// Calcular viewport considerando aspect ratio
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int viewport_x = 0, viewport_y = 0;
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int viewport_w = current_width, viewport_h = current_height;
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if (mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
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int scale_x = current_width / logical_w;
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int scale_y = current_height / logical_h;
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int scale = (scale_x < scale_y) ? scale_x : scale_y;
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if (scale < 1) scale = 1;
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viewport_w = logical_w * scale;
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viewport_h = logical_h * scale;
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viewport_x = (current_width - viewport_w) / 2;
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viewport_y = (current_height - viewport_h) / 2;
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} else {
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float window_aspect = static_cast<float>(current_width) / current_height;
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float logical_aspect = static_cast<float>(logical_w) / logical_h;
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if (window_aspect > logical_aspect) {
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viewport_w = static_cast<int>(logical_aspect * current_height);
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viewport_x = (current_width - viewport_w) / 2;
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} else {
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viewport_h = static_cast<int>(current_width / logical_aspect);
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viewport_y = (current_height - viewport_h) / 2;
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}
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}
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glViewport(viewport_x, viewport_y, viewport_w, viewport_h);
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checkGLError("glViewport");
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// Dibujar quad usando VAO
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glBindVertexArray(vao_);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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checkGLError("glDrawElements");
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// Presentar
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SDL_GL_SwapWindow(window_);
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// Restaurar estados OpenGL
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glUseProgram(old_program);
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glBindTexture(GL_TEXTURE_2D, old_texture);
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if (!was_texture_enabled) {
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glDisable(GL_TEXTURE_2D);
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}
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glBindVertexArray(old_vao);
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glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
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}
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void OpenGLShader::setTextureSize(float width, float height) {
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if (!is_initialized_ || program_id_ == 0) {
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return;
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}
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||||
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texture_width_ = width;
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texture_height_ = height;
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GLint old_program;
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glGetIntegerv(GL_CURRENT_PROGRAM, &old_program);
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|
||||
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
|
||||
98
source/core/rendering/opengl/opengl_shader.hpp
Normal file
98
source/core/rendering/opengl/opengl_shader.hpp
Normal file
@@ -0,0 +1,98 @@
|
||||
#pragma once
|
||||
|
||||
#include "core/rendering/shader_backend.hpp"
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/gl3.h>
|
||||
#else
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#endif
|
||||
|
||||
namespace Rendering {
|
||||
|
||||
/**
|
||||
* @brief Backend de shaders usando OpenGL 3.3 Core Profile
|
||||
*
|
||||
* Implementa el renderizado de shaders usando APIs modernas de OpenGL:
|
||||
* - VAO (Vertex Array Objects)
|
||||
* - VBO (Vertex Buffer Objects)
|
||||
* - Shaders GLSL #version 330 core
|
||||
*/
|
||||
class OpenGLShader : public ShaderBackend {
|
||||
public:
|
||||
OpenGLShader() = default;
|
||||
~OpenGLShader() override;
|
||||
|
||||
bool init(SDL_Window* window,
|
||||
SDL_Texture* texture,
|
||||
const std::string& vertex_source,
|
||||
const std::string& fragment_source) override;
|
||||
|
||||
void render() override;
|
||||
void setTextureSize(float width, float height) override;
|
||||
void cleanup() override;
|
||||
bool isHardwareAccelerated() const override { return is_initialized_; }
|
||||
|
||||
private:
|
||||
// Funciones auxiliares
|
||||
bool initGLExtensions();
|
||||
GLuint compileShader(const std::string& source, GLenum shader_type);
|
||||
GLuint linkProgram(GLuint vertex_shader, GLuint fragment_shader);
|
||||
void createQuadGeometry();
|
||||
GLuint getTextureID(SDL_Texture* texture);
|
||||
void checkGLError(const char* operation);
|
||||
|
||||
// Estado SDL
|
||||
SDL_Window* window_ = nullptr;
|
||||
SDL_Renderer* renderer_ = nullptr;
|
||||
SDL_Texture* back_buffer_ = nullptr;
|
||||
|
||||
// Estado OpenGL
|
||||
GLuint program_id_ = 0;
|
||||
GLuint vao_ = 0; // Vertex Array Object
|
||||
GLuint vbo_ = 0; // Vertex Buffer Object
|
||||
GLuint ebo_ = 0; // Element Buffer Object
|
||||
|
||||
// Ubicaciones de uniforms
|
||||
GLint texture_size_location_ = -1;
|
||||
|
||||
// Tamaños
|
||||
int window_width_ = 0;
|
||||
int window_height_ = 0;
|
||||
float texture_width_ = 0.0f;
|
||||
float texture_height_ = 0.0f;
|
||||
|
||||
// Estado
|
||||
bool is_initialized_ = false;
|
||||
|
||||
#ifndef __APPLE__
|
||||
// Punteros a funciones OpenGL en Windows/Linux
|
||||
PFNGLCREATESHADERPROC glCreateShader = nullptr;
|
||||
PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
|
||||
PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
|
||||
PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
|
||||
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
|
||||
PFNGLDELETESHADERPROC glDeleteShader = nullptr;
|
||||
PFNGLATTACHSHADERPROC glAttachShader = nullptr;
|
||||
PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
|
||||
PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
|
||||
PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
|
||||
PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
|
||||
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
|
||||
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
|
||||
PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
|
||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
|
||||
PFNGLUNIFORM2FPROC glUniform2f = nullptr;
|
||||
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
|
||||
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
|
||||
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
|
||||
PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
|
||||
PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
|
||||
PFNGLBUFFERDATAPROC glBufferData = nullptr;
|
||||
PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
|
||||
#endif
|
||||
};
|
||||
|
||||
} // namespace Rendering
|
||||
Reference in New Issue
Block a user