feat(shaders_lab): add gl_loader + Windows cross-compile

- cpp/functions/gfx/gl_loader.{h,cpp,md}: mini loader para OpenGL 2.0+
  (Linux no-op via GL_GLEXT_PROTOTYPES, Windows wglGetProcAddress)
- Portar gl_shader/gl_framebuffer/fullscreen_quad/shader_canvas al loader
- CMakeLists: WIN32_EXECUTABLE para lanzar sin consola en Windows
- apps/shaders_lab/shaders_lab.exe: binario PE32+ precompilado

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-24 20:52:37 +02:00
parent 3008b56e76
commit 9b1ca41c4d
11 changed files with 313 additions and 52 deletions
BIN
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+6
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@@ -1,5 +1,6 @@
add_imgui_app(shaders_lab
main.cpp
${CMAKE_SOURCE_DIR}/functions/gfx/gl_loader.cpp
${CMAKE_SOURCE_DIR}/functions/gfx/gl_shader.cpp
${CMAKE_SOURCE_DIR}/functions/gfx/gl_framebuffer.cpp
${CMAKE_SOURCE_DIR}/functions/gfx/fullscreen_quad.cpp
@@ -9,3 +10,8 @@ add_imgui_app(shaders_lab
target_include_directories(shaders_lab PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
)
if(WIN32)
# GUI app: sin consola al lanzar (subsystem:windows / -mwindows)
set_target_properties(shaders_lab PROPERTIES WIN32_EXECUTABLE TRUE)
endif()
+1 -4
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@@ -1,7 +1,4 @@
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include "gfx/gl_loader.h"
#include "gfx/fullscreen_quad.h"
namespace fn::gfx {
+1 -4
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@@ -1,7 +1,4 @@
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include "gfx/gl_loader.h"
#include "gfx/gl_framebuffer.h"
namespace fn::gfx {
+78
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@@ -0,0 +1,78 @@
#include "gl_loader.h"
#ifdef _WIN32
PFNGLATTACHSHADERPROC fn_glAttachShader = nullptr;
PFNGLBINDBUFFERPROC fn_glBindBuffer = nullptr;
PFNGLBINDFRAMEBUFFERPROC fn_glBindFramebuffer = nullptr;
PFNGLBINDVERTEXARRAYPROC fn_glBindVertexArray = nullptr;
PFNGLCOMPILESHADERPROC fn_glCompileShader = nullptr;
PFNGLCREATEPROGRAMPROC fn_glCreateProgram = nullptr;
PFNGLCREATESHADERPROC fn_glCreateShader = nullptr;
PFNGLDELETEBUFFERSPROC fn_glDeleteBuffers = nullptr;
PFNGLDELETEFRAMEBUFFERSPROC fn_glDeleteFramebuffers = nullptr;
PFNGLDELETEPROGRAMPROC fn_glDeleteProgram = nullptr;
PFNGLDELETESHADERPROC fn_glDeleteShader = nullptr;
PFNGLDELETEVERTEXARRAYSPROC fn_glDeleteVertexArrays = nullptr;
PFNGLFRAMEBUFFERTEXTURE2DPROC fn_glFramebufferTexture2D = nullptr;
PFNGLGENBUFFERSPROC fn_glGenBuffers = nullptr;
PFNGLGENFRAMEBUFFERSPROC fn_glGenFramebuffers = nullptr;
PFNGLGENVERTEXARRAYSPROC fn_glGenVertexArrays = nullptr;
PFNGLGETPROGRAMINFOLOGPROC fn_glGetProgramInfoLog = nullptr;
PFNGLGETPROGRAMIVPROC fn_glGetProgramiv = nullptr;
PFNGLGETSHADERINFOLOGPROC fn_glGetShaderInfoLog = nullptr;
PFNGLGETSHADERIVPROC fn_glGetShaderiv = nullptr;
PFNGLGETUNIFORMLOCATIONPROC fn_glGetUniformLocation = nullptr;
PFNGLLINKPROGRAMPROC fn_glLinkProgram = nullptr;
PFNGLSHADERSOURCEPROC fn_glShaderSource = nullptr;
PFNGLUNIFORM1FPROC fn_glUniform1f = nullptr;
PFNGLUNIFORM2FPROC fn_glUniform2f = nullptr;
PFNGLUSEPROGRAMPROC fn_glUseProgram = nullptr;
namespace fn::gfx {
bool gl_loader_init() {
#define LOAD(name) \
fn_##name = (decltype(fn_##name))wglGetProcAddress(#name); \
if (!fn_##name) return false
LOAD(glAttachShader);
LOAD(glBindBuffer);
LOAD(glBindFramebuffer);
LOAD(glBindVertexArray);
LOAD(glCompileShader);
LOAD(glCreateProgram);
LOAD(glCreateShader);
LOAD(glDeleteBuffers);
LOAD(glDeleteFramebuffers);
LOAD(glDeleteProgram);
LOAD(glDeleteShader);
LOAD(glDeleteVertexArrays);
LOAD(glFramebufferTexture2D);
LOAD(glGenBuffers);
LOAD(glGenFramebuffers);
LOAD(glGenVertexArrays);
LOAD(glGetProgramInfoLog);
LOAD(glGetProgramiv);
LOAD(glGetShaderInfoLog);
LOAD(glGetShaderiv);
LOAD(glGetUniformLocation);
LOAD(glLinkProgram);
LOAD(glShaderSource);
LOAD(glUniform1f);
LOAD(glUniform2f);
LOAD(glUseProgram);
#undef LOAD
return true;
}
} // namespace fn::gfx
#else
namespace fn::gfx {
bool gl_loader_init() { return true; }
} // namespace fn::gfx
#endif
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@@ -0,0 +1,77 @@
#pragma once
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <GL/gl.h>
#include <GL/glext.h>
extern PFNGLATTACHSHADERPROC fn_glAttachShader;
extern PFNGLBINDBUFFERPROC fn_glBindBuffer;
extern PFNGLBINDFRAMEBUFFERPROC fn_glBindFramebuffer;
extern PFNGLBINDVERTEXARRAYPROC fn_glBindVertexArray;
extern PFNGLCOMPILESHADERPROC fn_glCompileShader;
extern PFNGLCREATEPROGRAMPROC fn_glCreateProgram;
extern PFNGLCREATESHADERPROC fn_glCreateShader;
extern PFNGLDELETEBUFFERSPROC fn_glDeleteBuffers;
extern PFNGLDELETEFRAMEBUFFERSPROC fn_glDeleteFramebuffers;
extern PFNGLDELETEPROGRAMPROC fn_glDeleteProgram;
extern PFNGLDELETESHADERPROC fn_glDeleteShader;
extern PFNGLDELETEVERTEXARRAYSPROC fn_glDeleteVertexArrays;
extern PFNGLFRAMEBUFFERTEXTURE2DPROC fn_glFramebufferTexture2D;
extern PFNGLGENBUFFERSPROC fn_glGenBuffers;
extern PFNGLGENFRAMEBUFFERSPROC fn_glGenFramebuffers;
extern PFNGLGENVERTEXARRAYSPROC fn_glGenVertexArrays;
extern PFNGLGETPROGRAMINFOLOGPROC fn_glGetProgramInfoLog;
extern PFNGLGETPROGRAMIVPROC fn_glGetProgramiv;
extern PFNGLGETSHADERINFOLOGPROC fn_glGetShaderInfoLog;
extern PFNGLGETSHADERIVPROC fn_glGetShaderiv;
extern PFNGLGETUNIFORMLOCATIONPROC fn_glGetUniformLocation;
extern PFNGLLINKPROGRAMPROC fn_glLinkProgram;
extern PFNGLSHADERSOURCEPROC fn_glShaderSource;
extern PFNGLUNIFORM1FPROC fn_glUniform1f;
extern PFNGLUNIFORM2FPROC fn_glUniform2f;
extern PFNGLUSEPROGRAMPROC fn_glUseProgram;
#define glAttachShader fn_glAttachShader
#define glBindBuffer fn_glBindBuffer
#define glBindFramebuffer fn_glBindFramebuffer
#define glBindVertexArray fn_glBindVertexArray
#define glCompileShader fn_glCompileShader
#define glCreateProgram fn_glCreateProgram
#define glCreateShader fn_glCreateShader
#define glDeleteBuffers fn_glDeleteBuffers
#define glDeleteFramebuffers fn_glDeleteFramebuffers
#define glDeleteProgram fn_glDeleteProgram
#define glDeleteShader fn_glDeleteShader
#define glDeleteVertexArrays fn_glDeleteVertexArrays
#define glFramebufferTexture2D fn_glFramebufferTexture2D
#define glGenBuffers fn_glGenBuffers
#define glGenFramebuffers fn_glGenFramebuffers
#define glGenVertexArrays fn_glGenVertexArrays
#define glGetProgramInfoLog fn_glGetProgramInfoLog
#define glGetProgramiv fn_glGetProgramiv
#define glGetShaderInfoLog fn_glGetShaderInfoLog
#define glGetShaderiv fn_glGetShaderiv
#define glGetUniformLocation fn_glGetUniformLocation
#define glLinkProgram fn_glLinkProgram
#define glShaderSource fn_glShaderSource
#define glUniform1f fn_glUniform1f
#define glUniform2f fn_glUniform2f
#define glUseProgram fn_glUseProgram
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif
namespace fn::gfx {
// Load OpenGL 2.0+ function pointers. On Linux it's a no-op (symbols resolved
// statically via GL_GLEXT_PROTOTYPES). On Windows it uses wglGetProcAddress;
// the GL context must be current before calling.
bool gl_loader_init();
} // namespace fn::gfx
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@@ -0,0 +1,54 @@
---
name: gl_loader
kind: function
lang: cpp
domain: gfx
version: "1.0.0"
purity: impure
signature: "bool gl_loader_init()"
description: "Loader minimo de simbolos OpenGL 2.0+ para cross-compile a Windows. En Linux es no-op (simbolos resueltos via GL_GLEXT_PROTOTYPES). En Windows resuelve punteros con wglGetProcAddress. Redirige las llamadas con macros para que el codigo fuente sea portable."
tags: [opengl, loader, windows, cross-compile, gfx]
uses_functions: []
uses_types: []
returns: []
returns_optional: false
error_type: "error_go_core"
imports: [windows.h, GL/gl.h, GL/glext.h]
tested: false
tests: []
test_file_path: ""
file_path: "cpp/functions/gfx/gl_loader.cpp"
framework: opengl
params: []
output: "true si todos los simbolos se resolvieron (Linux siempre true; Windows depende de que el contexto GL este activo antes de llamar). false si algun simbolo no esta disponible en el driver."
---
# gl_loader
Loader minimo de simbolos OpenGL 2.0+ sin dependencias externas (sin GLAD, GLEW, gl3w). Resuelve el problema de que `opengl32.dll` en Windows solo exporta OpenGL 1.1 — todo lo moderno (shaders, FBO, VAO) requiere resolucion dinamica via `wglGetProcAddress`.
## Uso
```cpp
#include "gfx/gl_loader.h"
// Despues de crear el contexto GL (p.ej. tras el primer frame de ImGui):
fn::gfx::gl_loader_init();
// A partir de aqui, todos los simbolos funcionan identicamente en Linux y Windows:
glCreateShader(GL_FRAGMENT_SHADER);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// ...
```
## Como funciona
En Windows, el header declara `extern PFNGL...` por cada simbolo y los renombra con macros: `#define glCreateShader fn_glCreateShader`. El `.cpp` instancia los punteros y los resuelve con `wglGetProcAddress` en `gl_loader_init()`.
En Linux, el header activa `GL_GLEXT_PROTOTYPES` e incluye `<GL/gl.h>` + `<GL/glext.h>` directamente; los simbolos son exportados por libGL y no hace falta resolver nada.
## Anadir un simbolo nuevo
1. Declarar `extern PFNGL<NAME>PROC fn_gl<Name>;` en el `.h`.
2. Anadir `#define gl<Name> fn_gl<Name>` en el bloque `#ifdef _WIN32`.
3. Instanciar el puntero en el `.cpp` y anadir `LOAD(gl<Name>);` dentro de `gl_loader_init()`.
+1 -4
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@@ -1,7 +1,4 @@
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include "gfx/gl_loader.h"
#include "gfx/gl_shader.h"
#include <cstdio>
+2 -4
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@@ -1,7 +1,4 @@
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include "gfx/gl_loader.h"
#include "gfx/shader_canvas.h"
#include "imgui.h"
@@ -9,6 +6,7 @@ namespace fn::gfx {
void canvas_init(ShaderCanvas& c) {
if (c.initialized) return;
gl_loader_init();
fb_init(c.fb);
quad_init(c.quad);
c.initialized = true;
+39 -10
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@@ -3,24 +3,53 @@
#include <vector>
void bar_chart(const char* title, const char* const* labels, const float* values, int count, float bar_width) {
if (ImPlot::BeginPlot(title, ImVec2(-1, 0))) {
namespace {
// Plot bars con ejes pineados (no se mueven entre frames) y labels categoricos.
// ImPlot por defecto auto-fitea Y en cada frame, lo que provoca oscilacion visual.
// Lo resolvemos calculando y_max una vez y forzandolo con ImPlotCond_Always.
template <typename T>
void draw_bars(const char* title, const char* const* labels, const T* values,
int count, double bar_width) {
if (count <= 0) return;
double y_max = 0.0;
for (int i = 0; i < count; i++) {
if (static_cast<double>(values[i]) > y_max) y_max = static_cast<double>(values[i]);
}
if (y_max <= 0.0) y_max = 1.0;
y_max *= 1.15; // 15% headroom sobre la barra mas alta
const ImPlotFlags plot_flags =
ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect | ImPlotFlags_NoMouseText;
const ImPlotAxisFlags x_flags =
ImPlotAxisFlags_NoMenus | ImPlotAxisFlags_Lock | ImPlotAxisFlags_NoGridLines;
const ImPlotAxisFlags y_flags =
ImPlotAxisFlags_NoMenus | ImPlotAxisFlags_Lock;
if (ImPlot::BeginPlot(title, ImVec2(-1, 0), plot_flags)) {
std::vector<double> positions(count);
for (int i = 0; i < count; i++) positions[i] = i;
ImPlot::SetupAxes(nullptr, nullptr, x_flags, y_flags);
ImPlot::SetupAxisLimits(ImAxis_X1, -0.5, static_cast<double>(count) - 0.5,
ImPlotCond_Always);
ImPlot::SetupAxisLimits(ImAxis_Y1, 0.0, y_max, ImPlotCond_Always);
ImPlot::SetupAxisTicks(ImAxis_X1, positions.data(), count, labels);
ImPlot::PlotBars("##data", values, count, bar_width);
ImPlot::EndPlot();
}
}
void bar_chart(const char* title, const char* const* labels, const double* values, int count, double bar_width) {
if (ImPlot::BeginPlot(title, ImVec2(-1, 0))) {
std::vector<double> positions(count);
for (int i = 0; i < count; i++) positions[i] = i;
} // namespace
ImPlot::SetupAxisTicks(ImAxis_X1, positions.data(), count, labels);
ImPlot::PlotBars("##data", values, count, bar_width);
ImPlot::EndPlot();
}
void bar_chart(const char* title, const char* const* labels, const float* values,
int count, float bar_width) {
draw_bars<float>(title, labels, values, count, static_cast<double>(bar_width));
}
void bar_chart(const char* title, const char* const* labels, const double* values,
int count, double bar_width) {
draw_bars<double>(title, labels, values, count, bar_width);
}
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@@ -1,44 +1,72 @@
#include "kpi_card.h"
#include "sparkline.h"
#include "core/tokens.h"
#include <imgui.h>
#include <cstdio>
void kpi_card(const char* label, float value, float delta_percent,
const float* history, int history_count,
const char* format) {
ImGui::BeginGroup();
using namespace fn_tokens;
// Label — small, muted
ImGui::TextDisabled("%s", label);
// Card container — surface bg, border, rounded, padding.
// Mirrors Mantine <Paper withBorder shadow="xs" radius="md" p="md" /> used in
// @fn_library/kpi_card.tsx, adapted for ImGui dark theme.
ImGui::PushStyleColor(ImGuiCol_ChildBg, colors::surface);
ImGui::PushStyleColor(ImGuiCol_Border, colors::border);
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, radius::md);
ImGui::PushStyleVar(ImGuiStyleVar_ChildBorderSize, 1.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(spacing::md, spacing::md));
// Value — scaled up font
ImGui::SetWindowFontScale(1.8f);
char value_buf[64];
snprintf(value_buf, sizeof(value_buf), format, value);
ImGui::Text("%s", value_buf);
ImGui::SetWindowFontScale(1.0f);
// Unique child id per label so multiple cards in the same window don't collide.
char child_id[96];
std::snprintf(child_id, sizeof(child_id), "##kpi_%s", label);
// Delta badge — green up arrow / red down arrow
const bool positive = delta_percent >= 0.0f;
const ImVec4 delta_color = positive
? ImVec4(0.20f, 0.80f, 0.35f, 1.0f) // green
: ImVec4(0.90f, 0.25f, 0.25f, 1.0f); // red
float width = ImGui::GetContentRegionAvail().x;
if (width < 1.0f) width = 1.0f;
char delta_buf[32];
if (positive) {
snprintf(delta_buf, sizeof(delta_buf), "\xe2\x96\xb2 +%.1f%%", delta_percent);
} else {
snprintf(delta_buf, sizeof(delta_buf), "\xe2\x96\xbc %.1f%%", delta_percent);
}
ImGui::BeginChild(child_id, ImVec2(width, 0),
ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY);
ImGui::PushStyleColor(ImGuiCol_Text, delta_color);
ImGui::Text("%s", delta_buf);
// Label — muted (Mantine "dimmed" text)
ImGui::PushStyleColor(ImGuiCol_Text, colors::text_muted);
ImGui::TextUnformatted(label);
ImGui::PopStyleColor();
// Sparkline — matches delta color
if (history != nullptr && history_count > 0) {
sparkline(label, history, history_count, delta_color, 120.0f, 24.0f);
// Value — scaled up (Mantine fw={700} fontSize=1.875rem)
ImGui::SetWindowFontScale(1.8f);
char value_buf[64];
std::snprintf(value_buf, sizeof(value_buf), format, value);
ImGui::TextUnformatted(value_buf);
ImGui::SetWindowFontScale(1.0f);
// Delta badge — only render when meaningful
const bool has_delta = delta_percent != 0.0f;
const bool has_history = history != nullptr && history_count > 0;
if (has_delta || has_history) {
const bool positive = delta_percent >= 0.0f;
const ImVec4 delta_color = positive ? colors::success : colors::error;
if (has_delta) {
char delta_buf[32];
if (positive) {
std::snprintf(delta_buf, sizeof(delta_buf), "\xe2\x96\xb2 +%.1f%%", delta_percent);
} else {
std::snprintf(delta_buf, sizeof(delta_buf), "\xe2\x96\xbc %.1f%%", delta_percent);
}
ImGui::PushStyleColor(ImGuiCol_Text, delta_color);
ImGui::TextUnformatted(delta_buf);
ImGui::PopStyleColor();
}
if (has_history) {
sparkline(label, history, history_count, delta_color, 120.0f, 24.0f);
}
}
ImGui::EndGroup();
ImGui::EndChild();
ImGui::PopStyleVar(3);
ImGui::PopStyleColor(2);
}