forked from jaildesigner-jailgames/jaildoctors_dilemma
294 lines
12 KiB
C++
294 lines
12 KiB
C++
#include "jail_shader.h"
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#include <SDL2/SDL_rect.h> // Para SDL_Point
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#include <SDL2/SDL_stdinc.h> // Para SDL_bool
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#include <cstring> // Para strncmp
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#include <iostream> // Para basic_ostream, operator<<, endl, cout
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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 "CoreFoundation/CoreFoundation.h" // Para Core Foundation en macOS
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#include <OpenGL/OpenGL.h> // Para OpenGL 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 <SDL2/SDL_opengl.h> // Para GLuint, glTexCoord2f, glVertex2f, GLfloat
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#endif // __APPLE__
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namespace shader
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{
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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_Point 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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bool initGLExtensions()
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{
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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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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;
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}
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#endif
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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 shaderType)
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{
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if (source.empty())
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{
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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 resultado = glCreateShader(shaderType);
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// Agregar una directiva según el tipo de shader
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std::string directiva = (shaderType == 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] = {directiva.c_str(), source.c_str()};
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// Especificar el código fuente del shader
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glShaderSource(resultado, 2, sources, nullptr);
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// Compilar el shader
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glCompileShader(resultado);
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// Verificar si la compilación fue exitosa
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GLint compiladoCorrectamente = GL_FALSE;
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glGetShaderiv(resultado, GL_COMPILE_STATUS, &compiladoCorrectamente);
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if (compiladoCorrectamente != GL_TRUE)
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{
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std::cout << "Error en la compilación del shader (" << resultado << ")!" << std::endl;
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GLint longitudLog;
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glGetShaderiv(resultado, GL_INFO_LOG_LENGTH, &longitudLog);
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if (longitudLog > 0)
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{
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std::vector<GLchar> log(longitudLog);
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glGetShaderInfoLog(resultado, longitudLog, &longitudLog, log.data());
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std::cout << "Registro de compilación del shader: " << log.data() << std::endl;
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}
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glDeleteShader(resultado);
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resultado = 0;
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}
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return resultado;
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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 &vertexShaderSource, const std::string &fragmentShaderSource)
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{
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GLuint idPrograma = glCreateProgram();
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// Si el fragment shader está vacío, reutilizamos el código del vertex shader
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GLuint idShaderVertice = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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GLuint idShaderFragmento = compileShader(fragmentShaderSource.empty() ? vertexShaderSource : fragmentShaderSource, GL_FRAGMENT_SHADER);
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if (idShaderVertice && idShaderFragmento)
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{
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// Asociar los shaders al programa
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glAttachShader(idPrograma, idShaderVertice);
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glAttachShader(idPrograma, idShaderFragmento);
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glLinkProgram(idPrograma);
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glValidateProgram(idPrograma);
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// Verificar el estado del enlace
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GLint longitudLog;
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glGetProgramiv(idPrograma, GL_INFO_LOG_LENGTH, &longitudLog);
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if (longitudLog > 0)
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{
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std::vector<char> log(longitudLog);
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glGetProgramInfoLog(idPrograma, longitudLog, &longitudLog, log.data());
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std::cout << "Registro de información del programa:" << std::endl
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<< log.data() << std::endl;
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}
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}
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if (idShaderVertice)
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{
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glDeleteShader(idShaderVertice);
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}
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if (idShaderFragmento)
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{
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glDeleteShader(idShaderFragmento);
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}
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return idPrograma;
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}
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bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &vertexShader, const std::string &fragmentShader)
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{
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shader::win = ventana;
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shader::renderer = SDL_GetRenderer(ventana);
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shader::backBuffer = texturaBackBuffer;
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SDL_GetWindowSize(ventana, &win_size.x, &win_size.y);
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int acceso;
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SDL_QueryTexture(texturaBackBuffer, nullptr, &acceso, &tex_size.x, &tex_size.y);
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if (acceso != SDL_TEXTUREACCESS_TARGET)
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{
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throw std::runtime_error("ERROR FATAL: La textura debe tener definido SDL_TEXTUREACCESS_TARGET.");
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}
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SDL_RendererInfo infoRenderer;
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SDL_GetRendererInfo(renderer, &infoRenderer);
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// Verificar que el renderer sea OpenGL
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if (!strncmp(infoRenderer.name, "opengl", 6))
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{
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#ifndef __APPLE__
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if (!initGLExtensions())
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{
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std::cout << "ADVERTENCIA: No se han podido inicializar las extensiones de OpenGL." << std::endl;
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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(vertexShader, fragmentShader);
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}
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else
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{
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std::cout << "ADVERTENCIA: El driver del renderer no es OpenGL." << std::endl;
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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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return true;
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}
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void render()
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{
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GLint oldProgramId;
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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)
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{
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SDL_GL_BindTexture(backBuffer, nullptr, nullptr);
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if (programId != 0)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
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glUseProgram(programId);
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}
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// Recupera el tamaño lógico configurado con SDL_RenderSetLogicalSize
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int logicalW, logicalH;
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SDL_RenderGetLogicalSize(renderer, &logicalW, &logicalH);
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if (logicalW == 0 || logicalH == 0)
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{
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logicalW = win_size.x;
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logicalH = win_size.y;
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}
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// Cálculo del viewport
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int viewportX = 0, viewportY = 0, viewportW = win_size.x, viewportH = win_size.y;
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SDL_bool useIntegerScale = SDL_RenderGetIntegerScale(renderer);
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if (useIntegerScale)
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{
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// Calcula el factor de escalado entero máximo que se puede aplicar
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int scaleX = win_size.x / logicalW;
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int scaleY = win_size.y / 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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viewportW = logicalW * scale;
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viewportH = logicalH * scale;
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viewportX = (win_size.x - viewportW) / 2;
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viewportY = (win_size.y - viewportH) / 2;
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}
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else
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{
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// Letterboxing: preserva la relación de aspecto usando una escala flotante
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float windowAspect = static_cast<float>(win_size.x) / win_size.y;
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float logicalAspect = static_cast<float>(logicalW) / logicalH;
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if (windowAspect > logicalAspect)
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{
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viewportW = static_cast<int>(logicalAspect * win_size.y);
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viewportX = (win_size.x - viewportW) / 2;
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}
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else
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{
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viewportH = static_cast<int>(win_size.x / logicalAspect);
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viewportY = (win_size.y - viewportH) / 2;
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}
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}
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glViewport(viewportX, viewportY, viewportW, viewportH);
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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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SDL_GL_SwapWindow(win);
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if (programId != 0)
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{
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glUseProgram(oldProgramId);
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}
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}
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else
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{
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SDL_RenderCopy(renderer, backBuffer, nullptr, nullptr);
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SDL_RenderPresent(renderer);
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}
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}
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} |