forked from jaildesigner-jailgames/jaildoctors_dilemma
clang-format
clang-tidy (macos)
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@@ -207,12 +207,12 @@ namespace Rendering {
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float fw = 0.0F;
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float fh = 0.0F;
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SDL_GetTextureSize(texture, &fw, &fh);
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game_width_ = static_cast<int>(fw);
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game_width_ = static_cast<int>(fw);
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game_height_ = static_cast<int>(fh);
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tex_width_ = game_width_ * oversample_;
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tex_height_ = game_height_ * oversample_;
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tex_width_ = game_width_ * oversample_;
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tex_height_ = game_height_ * oversample_;
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uniforms_.screen_height = static_cast<float>(tex_height_); // Altura de la textura GPU
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uniforms_.oversample = static_cast<float>(oversample_);
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uniforms_.oversample = static_cast<float>(oversample_);
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// ----------------------------------------------------------------
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// 1. Create GPU device (solo si no existe ya)
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@@ -391,16 +391,16 @@ namespace Rendering {
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// Replica la fórmula del shader: mix(3.5, 0.42, scanline_strength).
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auto* out = static_cast<Uint32*>(mapped);
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const int OS = oversample_;
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const float BRIGHT_MUL = 1.0F + (baked_scanline_strength_ * 2.5F); // rows 0..OS-2
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const float DARK_MUL = 1.0F - (baked_scanline_strength_ * 0.58F); // row OS-1
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const float BRIGHT_MUL = 1.0F + (baked_scanline_strength_ * 2.5F); // rows 0..OS-2
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const float DARK_MUL = 1.0F - (baked_scanline_strength_ * 0.58F); // row OS-1
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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const Uint32 SRC = pixels[y * width + x];
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const Uint32 SRC = pixels[(y * width) + x];
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const Uint32 ALPHA = (SRC >> 24) & 0xFFU;
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const auto FR = static_cast<float>((SRC >> 16) & 0xFFU);
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const auto FG = static_cast<float>((SRC >> 8) & 0xFFU);
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const auto FB = static_cast<float>( SRC & 0xFFU);
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const auto FR = static_cast<float>((SRC >> 16) & 0xFFU);
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const auto FG = static_cast<float>((SRC >> 8) & 0xFFU);
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const auto FB = static_cast<float>(SRC & 0xFFU);
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auto make_px = [ALPHA](float rv, float gv, float bv) -> Uint32 {
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auto cl = [](float v) -> Uint32 { return static_cast<Uint32>(std::min(255.0F, v)); };
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@@ -408,13 +408,13 @@ namespace Rendering {
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};
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const Uint32 BRIGHT = make_px(FR * BRIGHT_MUL, FG * BRIGHT_MUL, FB * BRIGHT_MUL);
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const Uint32 DARK = make_px(FR * DARK_MUL, FG * DARK_MUL, FB * DARK_MUL);
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const Uint32 DARK = make_px(FR * DARK_MUL, FG * DARK_MUL, FB * DARK_MUL);
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for (int dy = 0; dy < OS; ++dy) {
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const Uint32 OUT_PX = (dy == OS - 1) ? DARK : BRIGHT;
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const int DST_Y = (y * OS) + dy;
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for (int dx = 0; dx < OS; ++dx) {
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out[DST_Y * (width * OS) + (x * OS) + dx] = OUT_PX;
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out[(DST_Y * (width * OS)) + ((x * OS) + dx)] = OUT_PX;
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}
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}
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}
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@@ -501,7 +501,7 @@ namespace Rendering {
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}
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vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
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vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
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SDL_GPUViewport vp = {vx, vy, vw, vh, 0.0F, 1.0F};
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SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
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SDL_SetGPUViewport(pass, &vp);
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// pixel_scale: pixels físicos por pixel lógico de juego (para scanlines sin SS).
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@@ -509,13 +509,14 @@ namespace Rendering {
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uniforms_.pixel_scale = (game_height_ > 0)
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? (vh / static_cast<float>(game_height_))
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: 1.0F;
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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uniforms_.oversample = static_cast<float>(oversample_);
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// Con supersampling usamos LINEAR para que el escalado a zooms no-múltiplo-de-3
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// promedia correctamente las filas de scanline horneadas en CPU.
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SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr)
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? linear_sampler_ : sampler_;
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? linear_sampler_
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: sampler_;
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SDL_GPUTextureSamplerBinding binding = {};
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binding.texture = scene_texture_;
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@@ -604,7 +605,7 @@ namespace Rendering {
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return shader;
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}
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auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
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auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device, // NOLINT(readability-convert-member-functions-to-static)
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const uint8_t* spv_code,
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size_t spv_size,
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const char* entrypoint,
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@@ -628,12 +629,12 @@ namespace Rendering {
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void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
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uniforms_.vignette_strength = p.vignette;
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uniforms_.chroma_strength = p.chroma;
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uniforms_.mask_strength = p.mask;
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uniforms_.gamma_strength = p.gamma;
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uniforms_.curvature = p.curvature;
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uniforms_.bleeding = p.bleeding;
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uniforms_.flicker = p.flicker;
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uniforms_.chroma_strength = p.chroma;
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uniforms_.mask_strength = p.mask;
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uniforms_.gamma_strength = p.gamma;
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uniforms_.curvature = p.curvature;
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uniforms_.bleeding = p.bleeding;
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uniforms_.flicker = p.flicker;
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// Con supersampling las scanlines se hornean en CPU (uploadPixels).
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// El shader recibe strength=0 para no aplicarlas de nuevo en GPU.
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@@ -682,16 +683,16 @@ namespace Rendering {
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upload_buffer_ = nullptr;
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}
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tex_width_ = game_width_ * oversample_;
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tex_width_ = game_width_ * oversample_;
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tex_height_ = game_height_ * oversample_;
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uniforms_.screen_height = static_cast<float>(tex_height_);
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uniforms_.oversample = static_cast<float>(oversample_);
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uniforms_.oversample = static_cast<float>(oversample_);
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SDL_GPUTextureCreateInfo tex_info = {};
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tex_info.type = SDL_GPU_TEXTURETYPE_2D;
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tex_info.type = SDL_GPU_TEXTURETYPE_2D;
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tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
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tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
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tex_info.width = static_cast<Uint32>(tex_width_);
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tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
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tex_info.width = static_cast<Uint32>(tex_width_);
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tex_info.height = static_cast<Uint32>(tex_height_);
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tex_info.layer_count_or_depth = 1;
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tex_info.num_levels = 1;
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@@ -703,7 +704,7 @@ namespace Rendering {
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SDL_GPUTransferBufferCreateInfo tb_info = {};
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tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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tb_info.size = static_cast<Uint32>(tex_width_ * tex_height_ * 4);
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tb_info.size = static_cast<Uint32>(tex_width_ * tex_height_ * 4);
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upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
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if (upload_buffer_ == nullptr) {
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SDL_Log("SDL3GPUShader: reinit — failed to create upload buffer: %s", SDL_GetError());
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@@ -92,11 +92,11 @@ namespace Rendering {
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .oversample = 1.0F};
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int game_width_ = 0; // Dimensiones originales del canvas (sin SS)
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int game_width_ = 0; // Dimensiones originales del canvas (sin SS)
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int game_height_ = 0;
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int tex_width_ = 0; // Dimensiones de la textura GPU (game × oversample_)
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int tex_width_ = 0; // Dimensiones de la textura GPU (game × oversample_)
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int tex_height_ = 0;
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int oversample_ = 1; // Factor SS actual (1 o 3)
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int oversample_ = 1; // Factor SS actual (1 o 3)
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float baked_scanline_strength_ = 0.0F; // Guardado para hornear en CPU
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bool is_initialized_ = false;
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bool vsync_ = true;
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