canviat Options de struct a namespace

This commit is contained in:
2025-10-26 14:01:08 +01:00
parent 8f49e442de
commit df4965a84b
59 changed files with 1470 additions and 1533 deletions

View File

@@ -1,6 +1,7 @@
#include "core/rendering/opengl/opengl_shader.hpp"
#include <SDL3/SDL.h>
#include <cstring>
#include <stdexcept>
#include <vector>
@@ -40,12 +41,12 @@ bool OpenGLShader::initGLExtensions() {
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray");
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
glUseProgram && glDeleteProgram && glGetUniformLocation && glUniform2f &&
glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays &&
glGenBuffers && glBindBuffer && glBufferData && glDeleteBuffers &&
glVertexAttribPointer && glEnableVertexAttribArray;
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
glUseProgram && glDeleteProgram && glGetUniformLocation && glUniform2f &&
glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays &&
glGenBuffers && glBindBuffer && glBufferData && glDeleteBuffers &&
glVertexAttribPointer && glEnableVertexAttribArray;
}
#endif
@@ -53,14 +54,16 @@ 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);
"Error OpenGL en %s: 0x%x",
operation,
error);
}
}
GLuint OpenGLShader::compileShader(const std::string& source, GLenum shader_type) {
if (source.empty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ERROR: El código fuente del shader está vacío");
"ERROR: El código fuente del shader está vacío");
return 0;
}
@@ -83,14 +86,15 @@ GLuint OpenGLShader::compileShader(const std::string& source, GLenum shader_type
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled);
if (compiled != GL_TRUE) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error en compilación del shader");
"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());
"Log de compilación: %s",
log.data());
}
glDeleteShader(shader_id);
return 0;
@@ -103,7 +107,7 @@ GLuint OpenGLShader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) {
GLuint program = glCreateProgram();
if (program == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al crear programa de shaders");
"Error al crear programa de shaders");
return 0;
}
@@ -120,14 +124,15 @@ GLuint OpenGLShader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) {
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked != GL_TRUE) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al enlazar programa");
"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());
"Log de enlace: %s",
log.data());
}
glDeleteProgram(program);
return 0;
@@ -144,16 +149,32 @@ void OpenGLShader::createQuadGeometry() {
// Formato: x, y, u, v
float 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
-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
unsigned int indices[] = {
0, 1, 2, // Primer triángulo
2, 3, 0 // Segundo triángulo
0,
1,
2, // Primer triángulo
2,
3,
0 // Segundo triángulo
};
// Generar y configurar VAO
@@ -207,7 +228,7 @@ GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
if (texture_id == 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No se pudo obtener ID de textura OpenGL, usando 1 por defecto");
"No se pudo obtener ID de textura OpenGL, usando 1 por defecto");
texture_id = 1;
}
@@ -215,16 +236,16 @@ GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
}
bool OpenGLShader::init(SDL_Window* window,
SDL_Texture* texture,
const std::string& vertex_source,
const std::string& fragment_source) {
SDL_Texture* texture,
const std::string& vertex_source,
const std::string& fragment_source) {
window_ = window;
back_buffer_ = texture;
renderer_ = SDL_GetRenderer(window);
if (!renderer_) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error: No se pudo obtener el renderer");
"Error: No se pudo obtener el renderer");
return false;
}
@@ -233,14 +254,18 @@ bool OpenGLShader::init(SDL_Window* window,
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_);
"Inicializando shaders: ventana=%dx%d, textura=%.0fx%.0f",
window_width_,
window_height_,
texture_width_,
texture_height_);
// Verificar que es OpenGL
const char* renderer_name = SDL_GetRendererName(renderer_);
if (!renderer_name || strncmp(renderer_name, "opengl", 6) != 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Renderer no es OpenGL: %s", renderer_name ? renderer_name : "unknown");
"Renderer no es OpenGL: %s",
renderer_name ? renderer_name : "unknown");
return false;
}
@@ -248,7 +273,7 @@ bool OpenGLShader::init(SDL_Window* window,
// Inicializar extensiones OpenGL en Windows/Linux
if (!initGLExtensions()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al inicializar extensiones OpenGL");
"Error al inicializar extensiones OpenGL");
return false;
}
#endif
@@ -265,7 +290,7 @@ bool OpenGLShader::init(SDL_Window* window,
if (vertex_shader == 0 || fragment_shader == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al compilar shaders");
"Error al compilar shaders");
if (vertex_shader != 0) glDeleteShader(vertex_shader);
if (fragment_shader != 0) glDeleteShader(fragment_shader);
return false;
@@ -280,7 +305,7 @@ bool OpenGLShader::init(SDL_Window* window,
if (program_id_ == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error al crear programa de shaders");
"Error al crear programa de shaders");
return false;
}
@@ -292,19 +317,20 @@ bool OpenGLShader::init(SDL_Window* window,
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_);
"Configurando TextureSize uniform: %.0fx%.0f",
texture_width_,
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");
"Uniform 'TextureSize' no encontrado en shader");
}
glUseProgram(0);
is_initialized_ = true;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"** OpenGL 3.3 Shader Backend inicializado correctamente");
"** OpenGL 3.3 Shader Backend inicializado correctamente");
return true;
}
@@ -459,4 +485,4 @@ void OpenGLShader::cleanup() {
back_buffer_ = nullptr;
}
} // namespace Rendering
} // namespace Rendering

View File

@@ -19,80 +19,80 @@ namespace Rendering {
* - Shaders GLSL #version 330 core
*/
class OpenGLShader : public ShaderBackend {
public:
OpenGLShader() = default;
~OpenGLShader() override;
public:
OpenGLShader() = default;
~OpenGLShader() override;
bool init(SDL_Window* window,
SDL_Texture* texture,
const std::string& vertex_source,
const std::string& fragment_source) 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_; }
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);
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 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
// 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;
// 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;
// Tamaños
int window_width_ = 0;
int window_height_ = 0;
float texture_width_ = 0.0f;
float texture_height_ = 0.0f;
// Estado
bool is_initialized_ = false;
// 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;
// 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
} // namespace Rendering