llevant el soport de opengl

This commit is contained in:
2026-03-21 17:11:26 +01:00
parent aa292dcd92
commit 43a6cc2d7a
10 changed files with 13 additions and 1220 deletions

View File

@@ -9,10 +9,7 @@
#include <iterator> // Para istreambuf_iterator, operator==
#include <string> // Para char_traits, string, operator+, operator==
#include "core/input/mouse.hpp" // Para updateCursorVisibility
#ifndef __APPLE__
#include "core/rendering/opengl/opengl_shader.hpp" // Para OpenGLShader
#endif
#include "core/input/mouse.hpp" // Para updateCursorVisibility
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
#include "core/rendering/surface.hpp" // Para Surface, readPalFile
#include "core/rendering/text.hpp" // Para Text
@@ -223,8 +220,6 @@ void Screen::togglePostFX() {
// Recarga el shader del preset actual sin toggle
void Screen::reloadPostFX() {
if (Options::video.postfx) {
vertex_shader_source_.clear();
fragment_shader_source_.clear();
initShaders();
}
}
@@ -446,38 +441,6 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
return Resource::Helper::loadFile(filepath);
}
// Carga el contenido de los archivos GLSL
void Screen::loadShaders() {
if (vertex_shader_source_.empty()) {
// Detectar si necesitamos OpenGL ES (Raspberry Pi)
// Intentar cargar versión ES primero si existe
auto data = loadData(Resource::List::get()->get("crtpi_vertex_es.glsl"));
if (data.empty()) {
data = loadData(Resource::List::get()->get("crtpi_vertex.glsl"));
std::cout << "Usando shaders OpenGL Desktop 3.3\n";
} else {
std::cout << "Usando shaders OpenGL ES 3.0 (Raspberry Pi)\n";
}
if (!data.empty()) {
vertex_shader_source_ = std::string(data.begin(), data.end());
}
}
if (fragment_shader_source_.empty()) {
// Intentar cargar versión ES primero si existe
auto data = loadData(Resource::List::get()->get("crtpi_fragment_es.glsl"));
if (data.empty()) {
data = loadData(Resource::List::get()->get("crtpi_fragment.glsl"));
}
if (!data.empty()) {
fragment_shader_source_ = std::string(data.begin(), data.end());
}
}
}
// Aplica los parámetros del preset actual al backend de shaders
void Screen::applyCurrentPostFXPreset() {
if (shader_backend_ && !Options::postfx_presets.empty()) {
@@ -496,20 +459,10 @@ void Screen::initShaders() {
SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_;
#ifdef __APPLE__
// macOS: usar SDL3 GPU API (Metal) via SDL3GPUShader
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
}
shader_backend_->init(window_, tex, "", "");
#else
// Win/Linux: usar OpenGL + GLSL
loadShaders();
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
}
shader_backend_->init(window_, tex, vertex_shader_source_, fragment_shader_source_);
#endif
applyCurrentPostFXPreset();
}
@@ -576,38 +529,12 @@ auto Screen::initSDLVideo() -> bool {
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) {
std::cout << "WARNING: Failed to set Metal hint!\n";
}
#else
// Configurar hint de render driver
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
std::cout << "WARNING: Failed to set OpenGL hint!\n";
}
#ifdef _WIN32
// Windows: Pedir explícitamente OpenGL 3.3 Core Profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
std::cout << "Solicitando OpenGL 3.3 Core Profile\n";
#else
// Linux: Dejar que SDL elija (Desktop 3.3 en PC, ES 3.0 en RPi automáticamente)
std::cout << "Usando OpenGL por defecto del sistema\n";
#endif
#endif
// Crear ventana
const auto WINDOW_WIDTH = Options::video.border.enabled ? Options::game.width + (Options::video.border.width * 2) : Options::game.width;
const auto WINDOW_HEIGHT = Options::video.border.enabled ? Options::game.height + (Options::video.border.height * 2) : Options::game.height;
#ifdef __APPLE__
// SDL_WINDOW_METAL no es necesario: SDL3GPU autodetecta Metal via SDL_CreateGPUDevice.
// SDL_Renderer también usará Metal si está disponible (via hint o autoselección).
SDL_WindowFlags window_flags = 0;
#elif defined(LINUX_BUILD)
// En Linux, SDL_WINDOW_OPENGL puede entrar en conflicto con el backend del renderer;
// el hint SDL_HINT_RENDER_DRIVER="opengl" es suficiente para seleccionar OpenGL.
SDL_WindowFlags window_flags = 0;
#else
SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
#endif
if (Options::video.fullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN;
}
@@ -622,20 +549,11 @@ auto Screen::initSDLVideo() -> bool {
// Crear renderer
renderer_ = SDL_CreateRenderer(window_, nullptr);
if (renderer_ == nullptr) {
// Fallback: reintentar sin forzar OpenGL (SDL elige el mejor disponible)
std::cerr << "WARNING: OpenGL renderer failed (" << SDL_GetError() << "), trying auto-select...\n";
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "");
renderer_ = SDL_CreateRenderer(window_, nullptr);
if (renderer_ == nullptr) {
std::cerr << "FATAL: Failed to create renderer! SDL Error: " << SDL_GetError() << '\n';
SDL_DestroyWindow(window_);
window_ = nullptr;
SDL_Quit();
return false;
}
// Sin OpenGL garantizado, deshabilitar shaders
Options::video.postfx = false;
std::cout << "WARNING: PostFX disabled (OpenGL not available)\n";
std::cerr << "FATAL: Failed to create renderer! SDL Error: " << SDL_GetError() << '\n';
SDL_DestroyWindow(window_);
window_ = nullptr;
SDL_Quit();
return false;
}
// Configurar renderer