refactor: eliminar sistema de shaders externos (ShaderManager + GpuShaderPreset)
Elimina el sistema multi-pass de shaders runtime en favor del PostFX nativo. Queda solo el ciclo de 5 modos nativos: OFF → Vinyeta → Scanlines → Cromàtica → Complet. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -19,10 +19,8 @@
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#include "gpu/gpu_ball_buffer.hpp" // for GpuBallBuffer, BallGPUData
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#include "gpu/gpu_context.hpp" // for GpuContext
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#include "gpu/gpu_pipeline.hpp" // for GpuPipeline
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#include "gpu/gpu_shader_preset.hpp" // for NTSCParams, GpuShaderPreset
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#include "gpu/gpu_sprite_batch.hpp" // for GpuSpriteBatch
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#include "gpu/gpu_texture.hpp" // for GpuTexture
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#include "gpu/shader_manager.hpp" // for ShaderManager
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#include "input/input_handler.hpp" // for InputHandler
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#include "scene/scene_manager.hpp" // for SceneManager
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#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
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@@ -84,10 +82,8 @@ class Engine {
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void setInitialPostFX(int mode);
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void setPostFXParamOverrides(float vignette, float chroma);
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// External shader presets (loaded from data/shaders/)
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// Cicle PostFX nadiu (OFF → Vinyeta → Scanlines → Cromàtica → Complet)
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void cycleShader();
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void setInitialShader(const std::string& name);
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std::string getActiveShaderName() const;
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// Modo kiosko
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void setKioskMode(bool enabled) { kiosk_mode_ = enabled; }
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@@ -137,7 +133,6 @@ class Engine {
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float getPostFXVignette() const { return postfx_uniforms_.vignette_strength; }
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float getPostFXChroma() const { return postfx_uniforms_.chroma_strength; }
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float getPostFXScanline() const { return postfx_uniforms_.scanline_strength; }
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bool isExternalShaderActive() const { return active_shader_ != nullptr; }
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private:
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// === Componentes del sistema (Composición) ===
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@@ -192,11 +187,8 @@ class Engine {
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float postfx_override_vignette_ = -1.f; // -1 = sin override
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float postfx_override_chroma_ = -1.f;
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// External shader system
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std::unique_ptr<ShaderManager> shader_manager_;
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GpuShaderPreset* active_shader_ = nullptr; // null = native PostFX
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int active_shader_idx_ = -1; // index into shader_manager_->names()
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std::string initial_shader_name_; // set before initialize()
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// Cicle PostFX natiu (0=OFF, 1=Vinyeta, 2=Scanlines, 3=Cromàtica, 4=Complet)
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int postfx_cycle_idx_ = 0;
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// Sistema de zoom dinámico
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int current_window_zoom_ = DEFAULT_WINDOW_ZOOM;
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