canviat Options de struct a namespace
This commit is contained in:
@@ -1,6 +1,7 @@
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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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@@ -40,12 +41,12 @@ bool OpenGLShader::initGLExtensions() {
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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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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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@@ -53,14 +54,16 @@ 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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"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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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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"ERROR: El código fuente del shader está vacío");
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return 0;
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}
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@@ -83,14 +86,15 @@ GLuint OpenGLShader::compileShader(const std::string& source, GLenum shader_type
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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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"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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"Log de compilación: %s",
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log.data());
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}
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glDeleteShader(shader_id);
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return 0;
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@@ -103,7 +107,7 @@ 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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"Error al crear programa de shaders");
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return 0;
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}
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@@ -120,14 +124,15 @@ GLuint OpenGLShader::linkProgram(GLuint vertex_shader, GLuint fragment_shader) {
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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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"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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"Log de enlace: %s",
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log.data());
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}
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glDeleteProgram(program);
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return 0;
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@@ -144,16 +149,32 @@ void OpenGLShader::createQuadGeometry() {
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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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-1.0f,
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-1.0f,
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0.0f,
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0.0f, // Inferior izquierda
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1.0f,
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-1.0f,
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1.0f,
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0.0f, // Inferior derecha
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1.0f,
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1.0f,
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1.0f,
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1.0f, // Superior derecha
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-1.0f,
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1.0f,
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0.0f,
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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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0,
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1,
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2, // Primer triángulo
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2,
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3,
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0 // Segundo triángulo
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};
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// Generar y configurar VAO
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@@ -207,7 +228,7 @@ GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
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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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"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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@@ -215,16 +236,16 @@ GLuint OpenGLShader::getTextureID(SDL_Texture* texture) {
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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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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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"Error: No se pudo obtener el renderer");
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return false;
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}
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@@ -233,14 +254,18 @@ bool OpenGLShader::init(SDL_Window* window,
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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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"Inicializando shaders: ventana=%dx%d, textura=%.0fx%.0f",
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window_width_,
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window_height_,
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texture_width_,
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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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"Renderer no es OpenGL: %s",
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renderer_name ? renderer_name : "unknown");
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return false;
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}
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@@ -248,7 +273,7 @@ bool OpenGLShader::init(SDL_Window* window,
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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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"Error al inicializar extensiones OpenGL");
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return false;
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}
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#endif
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@@ -265,7 +290,7 @@ bool OpenGLShader::init(SDL_Window* window,
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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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"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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@@ -280,7 +305,7 @@ bool OpenGLShader::init(SDL_Window* window,
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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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"Error al crear programa de shaders");
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return false;
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}
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@@ -292,19 +317,20 @@ bool OpenGLShader::init(SDL_Window* window,
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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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"Configurando TextureSize uniform: %.0fx%.0f",
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texture_width_,
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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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"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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"** OpenGL 3.3 Shader Backend inicializado correctamente");
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return true;
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}
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@@ -459,4 +485,4 @@ void OpenGLShader::cleanup() {
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back_buffer_ = nullptr;
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}
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} // namespace Rendering
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} // namespace Rendering
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@@ -19,80 +19,80 @@ namespace Rendering {
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* - Shaders GLSL #version 330 core
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*/
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class OpenGLShader : public ShaderBackend {
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public:
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OpenGLShader() = default;
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~OpenGLShader() override;
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public:
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OpenGLShader() = default;
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~OpenGLShader() override;
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bool 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) override;
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bool 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) override;
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void render() override;
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void setTextureSize(float width, float height) override;
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void cleanup() override;
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bool isHardwareAccelerated() const override { return is_initialized_; }
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void render() override;
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void setTextureSize(float width, float height) override;
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void cleanup() override;
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bool isHardwareAccelerated() const override { return is_initialized_; }
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private:
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// Funciones auxiliares
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bool initGLExtensions();
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GLuint compileShader(const std::string& source, GLenum shader_type);
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GLuint linkProgram(GLuint vertex_shader, GLuint fragment_shader);
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void createQuadGeometry();
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GLuint getTextureID(SDL_Texture* texture);
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void checkGLError(const char* operation);
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private:
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// Funciones auxiliares
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bool initGLExtensions();
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GLuint compileShader(const std::string& source, GLenum shader_type);
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GLuint linkProgram(GLuint vertex_shader, GLuint fragment_shader);
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void createQuadGeometry();
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GLuint getTextureID(SDL_Texture* texture);
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void checkGLError(const char* operation);
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// Estado SDL
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SDL_Window* window_ = nullptr;
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SDL_Renderer* renderer_ = nullptr;
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SDL_Texture* back_buffer_ = nullptr;
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// Estado SDL
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SDL_Window* window_ = nullptr;
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SDL_Renderer* renderer_ = nullptr;
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SDL_Texture* back_buffer_ = nullptr;
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// Estado OpenGL
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GLuint program_id_ = 0;
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GLuint vao_ = 0; // Vertex Array Object
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GLuint vbo_ = 0; // Vertex Buffer Object
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GLuint ebo_ = 0; // Element Buffer Object
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// Estado OpenGL
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GLuint program_id_ = 0;
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GLuint vao_ = 0; // Vertex Array Object
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GLuint vbo_ = 0; // Vertex Buffer Object
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GLuint ebo_ = 0; // Element Buffer Object
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// Ubicaciones de uniforms
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GLint texture_size_location_ = -1;
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// Ubicaciones de uniforms
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GLint texture_size_location_ = -1;
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// Tamaños
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int window_width_ = 0;
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int window_height_ = 0;
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float texture_width_ = 0.0f;
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float texture_height_ = 0.0f;
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// Tamaños
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int window_width_ = 0;
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int window_height_ = 0;
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float texture_width_ = 0.0f;
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float texture_height_ = 0.0f;
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// Estado
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bool is_initialized_ = false;
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// Estado
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bool is_initialized_ = false;
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#ifndef __APPLE__
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// Punteros a funciones OpenGL en Windows/Linux
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PFNGLCREATESHADERPROC glCreateShader = nullptr;
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PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
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PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
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PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
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PFNGLDELETESHADERPROC glDeleteShader = nullptr;
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PFNGLATTACHSHADERPROC glAttachShader = nullptr;
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PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
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PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
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PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
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PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
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PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
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PFNGLUNIFORM2FPROC glUniform2f = nullptr;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
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PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
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PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
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PFNGLBUFFERDATAPROC glBufferData = nullptr;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
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// Punteros a funciones OpenGL en Windows/Linux
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PFNGLCREATESHADERPROC glCreateShader = nullptr;
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PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
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PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
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PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
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PFNGLDELETESHADERPROC glDeleteShader = nullptr;
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PFNGLATTACHSHADERPROC glAttachShader = nullptr;
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PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
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PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
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PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
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PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
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PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
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PFNGLUNIFORM2FPROC glUniform2f = nullptr;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
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PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
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PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
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PFNGLBUFFERDATAPROC glBufferData = nullptr;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
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#endif
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};
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} // namespace Rendering
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} // namespace Rendering
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