3 Commits

Author SHA1 Message Date
5c0d0479ad fix(engine): implementar viewport/scissor F6 i eliminar early return toggleIntegerScaling
- Eliminar guarda !fullscreen_enabled_ de toggleIntegerScaling(): F6 ara
  cicla i notifica en mode ventana i fullscreen per igual
- Pass 2: afegir viewport+scissor SDL_GPU condicionat a fullscreen_enabled_
  per als tres modes (INTEGER pixel-perfect centrat, LETTERBOX aspect-ratio,
  STRETCH pantalla completa)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 09:18:11 +01:00
a51072db32 feat(postfx): redisseny sistema PostFX (X/F5/F6, --postfx CLI)
- X cicla 4 efectes (Vinyeta/Scanlines/Cromàtica/Complet), sempre activa PostFX
- F5 fa toggle PostFX on/off mantenint l'efecte seleccionat
- F6 hereta el toggle d'integer scaling (abans F5)
- Arrencada per defecte sense postprocés (tot a 0)
- --postfx <vinyeta|scanlines|cromatica|complet> per activar des de CLI

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 09:06:24 +01:00
d2e7f2ff86 refactor(gpu): eliminar GPU compute boids (prevé crash macOS)
Elimina el kernel Metal O(N²) de boids en GPU que causava GPU timeout
a macOS amb >50K boles, arrossegant WindowServer fins al crash.

- Elimina gpu_boid_buffer.hpp/cpp (GpuBoidBuffer, BallComputeData, BoidParams)
- Elimina kBoidComputeMSL i kBallComputeVertMSL de gpu_pipeline
- Elimina boid_compute_pipeline_ i ball_compute_pipeline_
- Elimina use_gpu_boids_, boid_params_, ball_screen_uniforms_ de Engine
- Elimina syncAndExitGpuBoids() i tot el compute dispatch de render()
- Mode BOIDS ara usa sempre boid_manager_ (CPU, spatial hash O(N))
  i renderitza via gpu_ball_buffer_ instanced (mateix path que PHYSICS)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 08:45:01 +01:00
9 changed files with 430 additions and 64 deletions

View File

@@ -51,7 +51,8 @@ constexpr float GRAVITY_CHANGE_LATERAL_MAX = 0.08f; // Velocidad lateral máxim
constexpr float BALL_SPAWN_MARGIN = 0.15f; // Margen lateral para spawn (0.25 = 25% a cada lado)
// Escenarios de número de pelotas (teclas 1-8)
constexpr int BALL_COUNT_SCENARIOS[8] = {10, 50, 100, 500, 1000, 5000, 10000, 50000};
// Fase 1 (instanced rendering): límit pràctic ~100K a 60fps (physics bound)
constexpr int BALL_COUNT_SCENARIOS[8] = {10, 50, 100, 500, 1000, 5000, 10000, 100000};
// Límites de escenario para modos automáticos (índices en BALL_COUNT_SCENARIOS)
// BALL_COUNT_SCENARIOS = {10, 50, 100, 500, 1000, 5000, 10000, 50000}

View File

@@ -237,6 +237,13 @@ bool Engine::initialize(int width, int height, int zoom, bool fullscreen, AppMod
success = false;
}
gpu_ball_buffer_ = std::make_unique<GpuBallBuffer>();
if (!gpu_ball_buffer_->init(gpu_ctx_->device())) {
std::cerr << "ERROR: No se pudo crear el ball buffer GPU" << std::endl;
success = false;
}
ball_gpu_data_.reserve(GpuBallBuffer::MAX_BALLS);
offscreen_tex_ = std::make_unique<GpuTexture>();
if (!offscreen_tex_->createRenderTarget(gpu_ctx_->device(),
current_screen_width_, current_screen_height_,
@@ -377,8 +384,9 @@ void Engine::shutdown() {
if (ui_tex_) { ui_tex_->destroy(gpu_ctx_->device()); ui_tex_.reset(); }
if (white_tex_) { white_tex_->destroy(gpu_ctx_->device()); white_tex_.reset(); }
if (offscreen_tex_) { offscreen_tex_->destroy(gpu_ctx_->device()); offscreen_tex_.reset(); }
if (sprite_batch_) { sprite_batch_->destroy(gpu_ctx_->device()); sprite_batch_.reset(); }
if (gpu_pipeline_) { gpu_pipeline_->destroy(gpu_ctx_->device()); gpu_pipeline_.reset(); }
if (sprite_batch_) { sprite_batch_->destroy(gpu_ctx_->device()); sprite_batch_.reset(); }
if (gpu_ball_buffer_) { gpu_ball_buffer_->destroy(gpu_ctx_->device()); gpu_ball_buffer_.reset(); }
if (gpu_pipeline_) { gpu_pipeline_->destroy(gpu_ctx_->device()); gpu_pipeline_.reset(); }
}
// Destroy software UI renderer and surface
@@ -437,7 +445,7 @@ void Engine::update() {
// Modo Figura 3D: actualizar figura polimórfica
updateShape();
} else if (current_mode_ == SimulationMode::BOIDS) {
// Modo Boids: actualizar comportamiento de enjambre (delegado a BoidManager)
// CPU boids: actualizar comportamiento de enjambre (delegado a BoidManager)
boid_manager_->update(delta_time_);
}
@@ -544,18 +552,17 @@ void Engine::toggleDepthZoom() {
// Boids (comportamiento de enjambre)
void Engine::toggleBoidsMode(bool force_gravity_on) {
if (current_mode_ == SimulationMode::BOIDS) {
// Salir del modo boids (velocidades ya son time-based, no requiere conversión)
// Salir del modo boids
current_mode_ = SimulationMode::PHYSICS;
boid_manager_->deactivateBoids(force_gravity_on); // Pasar parámetro para control preciso
boid_manager_->deactivateBoids(force_gravity_on);
} else {
// Entrar al modo boids (desde PHYSICS o SHAPE)
if (current_mode_ == SimulationMode::SHAPE) {
// Si estamos en modo shape, salir primero sin forzar gravedad
shape_manager_->toggleShapeMode(false);
current_mode_ = SimulationMode::PHYSICS;
}
// Activar modo boids
// Activar modo boids en CPU (configura gravedad OFF, inicializa velocidades)
current_mode_ = SimulationMode::BOIDS;
boid_manager_->activateBoids();
}
@@ -728,8 +735,12 @@ void Engine::render() {
// Sprites (balls)
const auto& balls = scene_manager_->getBalls();
const float sw = static_cast<float>(current_screen_width_);
const float sh = static_cast<float>(current_screen_height_);
if (current_mode_ == SimulationMode::SHAPE) {
// Bucket sort by depth Z (Painter's Algorithm)
// SHAPE mode: bucket sort by depth Z (Painter's Algorithm), with depth scale.
// Uses the sprite batch (supports per-sprite scale, needed for depth zoom).
for (size_t i = 0; i < balls.size(); i++) {
int b = static_cast<int>(balls[i]->getDepthBrightness() * (DEPTH_SORT_BUCKETS - 1));
depth_buckets_[std::clamp(b, 0, DEPTH_SORT_BUCKETS - 1)].push_back(i);
@@ -745,39 +756,48 @@ void Engine::render() {
color.r / 255.0f * bf,
color.g / 255.0f * bf,
color.b / 255.0f * bf,
1.0f, depth_scale,
static_cast<float>(current_screen_width_),
static_cast<float>(current_screen_height_));
1.0f, depth_scale, sw, sh);
}
depth_buckets_[b].clear();
}
} else {
size_t idx = 0;
for (const auto& ball : balls) {
SDL_FRect pos = ball->getPosition();
// PHYSICS / CPU-BOIDS mode: build instanced ball buffer (GPU instanced rendering).
// 32 bytes per ball instead of 4×32 bytes per quad — 4× less upload bandwidth.
ball_gpu_data_.clear();
for (size_t idx = 0; idx < balls.size(); idx++) {
SDL_FRect pos = balls[idx]->getPosition();
Color color = theme_manager_->getInterpolatedColor(idx);
sprite_batch_->addSprite(pos.x, pos.y, pos.w, pos.h,
color.r / 255.0f, color.g / 255.0f, color.b / 255.0f,
1.0f, 1.0f,
static_cast<float>(current_screen_width_),
static_cast<float>(current_screen_height_));
idx++;
// Convert to NDC center + NDC half-size (both positive)
float cx = ((pos.x + pos.w * 0.5f) / sw) * 2.0f - 1.0f;
float cy = 1.0f - ((pos.y + pos.h * 0.5f) / sh) * 2.0f;
float hw = pos.w / sw;
float hh = pos.h / sh;
ball_gpu_data_.push_back({cx, cy, hw, hh,
color.r / 255.0f, color.g / 255.0f,
color.b / 255.0f, 1.0f});
}
}
// UI overlay quad (drawn in Pass 2 over the postfx output)
sprite_batch_->addFullscreenOverlay();
// Upload batch to GPU buffers
// Upload sprite batch (background + SHAPE balls + UI overlay quad)
if (!sprite_batch_->uploadBatch(gpu_ctx_->device(), cmd)) {
gpu_ctx_->submit(cmd);
return;
}
// Upload instanced ball buffer (PHYSICS / CPU-BOIDS modes)
bool use_instanced_balls = (current_mode_ != SimulationMode::SHAPE) && !ball_gpu_data_.empty();
if (use_instanced_balls) {
gpu_ball_buffer_->upload(gpu_ctx_->device(), cmd,
ball_gpu_data_.data(), static_cast<int>(ball_gpu_data_.size()));
}
GpuTexture* sprite_tex = (!gpu_textures_.empty())
? gpu_textures_[current_texture_index_].get() : nullptr;
// === Pass 1: Render background + sprites to offscreen texture ===
// === Pass 1: Render background + balls to offscreen texture ===
if (offscreen_tex_ && offscreen_tex_->isValid() && sprite_tex && sprite_tex->isValid()) {
SDL_GPUColorTargetInfo ct = {};
ct.texture = offscreen_tex_->texture();
@@ -786,22 +806,36 @@ void Engine::render() {
ct.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* pass1 = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
// Background (white texture tinted by vertex color, via sprite batch)
SDL_BindGPUGraphicsPipeline(pass1, gpu_pipeline_->spritePipeline());
SDL_GPUBufferBinding vb = {sprite_batch_->vertexBuffer(), 0};
SDL_GPUBufferBinding ib = {sprite_batch_->indexBuffer(), 0};
SDL_BindGPUVertexBuffers(pass1, 0, &vb, 1);
SDL_BindGPUIndexBuffer(pass1, &ib, SDL_GPU_INDEXELEMENTSIZE_32BIT);
// Background (white texture tinted by vertex color)
{
SDL_GPUBufferBinding vb = {sprite_batch_->vertexBuffer(), 0};
SDL_GPUBufferBinding ib = {sprite_batch_->indexBuffer(), 0};
SDL_BindGPUVertexBuffers(pass1, 0, &vb, 1);
SDL_BindGPUIndexBuffer(pass1, &ib, SDL_GPU_INDEXELEMENTSIZE_32BIT);
}
if (white_tex_ && white_tex_->isValid() && sprite_batch_->bgIndexCount() > 0) {
SDL_GPUTextureSamplerBinding tsb = {white_tex_->texture(), white_tex_->sampler()};
SDL_BindGPUFragmentSamplers(pass1, 0, &tsb, 1);
SDL_DrawGPUIndexedPrimitives(pass1, sprite_batch_->bgIndexCount(), 1, 0, 0, 0);
}
// Sprites
if (sprite_batch_->spriteIndexCount() > 0) {
if (use_instanced_balls && gpu_ball_buffer_->count() > 0) {
// PHYSICS / CPU-BOIDS: instanced rendering — 6 procedural vertices per instance
SDL_BindGPUGraphicsPipeline(pass1, gpu_pipeline_->ballPipeline());
SDL_GPUBufferBinding ball_vb = {gpu_ball_buffer_->buffer(), 0};
SDL_BindGPUVertexBuffers(pass1, 0, &ball_vb, 1);
SDL_GPUTextureSamplerBinding tsb = {sprite_tex->texture(), sprite_tex->sampler()};
SDL_BindGPUFragmentSamplers(pass1, 0, &tsb, 1);
SDL_DrawGPUPrimitives(pass1, 6, static_cast<Uint32>(gpu_ball_buffer_->count()), 0, 0);
} else if (!use_instanced_balls && sprite_batch_->spriteIndexCount() > 0) {
// SHAPE: sprite batch with depth sort (re-bind sprite pipeline + buffers)
SDL_BindGPUGraphicsPipeline(pass1, gpu_pipeline_->spritePipeline());
SDL_GPUBufferBinding vb = {sprite_batch_->vertexBuffer(), 0};
SDL_GPUBufferBinding ib = {sprite_batch_->indexBuffer(), 0};
SDL_BindGPUVertexBuffers(pass1, 0, &vb, 1);
SDL_BindGPUIndexBuffer(pass1, &ib, SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_GPUTextureSamplerBinding tsb = {sprite_tex->texture(), sprite_tex->sampler()};
SDL_BindGPUFragmentSamplers(pass1, 0, &tsb, 1);
SDL_DrawGPUIndexedPrimitives(pass1, sprite_batch_->spriteIndexCount(), 1,
@@ -823,6 +857,36 @@ void Engine::render() {
SDL_GPURenderPass* pass2 = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
// Viewport/scissor per integer scaling (only F3 fullscreen)
if (fullscreen_enabled_) {
float vp_x, vp_y, vp_w, vp_h;
if (current_scaling_mode_ == ScalingMode::STRETCH) {
vp_x = 0.0f; vp_y = 0.0f;
vp_w = static_cast<float>(sw_w);
vp_h = static_cast<float>(sw_h);
} else if (current_scaling_mode_ == ScalingMode::INTEGER) {
int scale = static_cast<int>(std::min(sw_w / static_cast<Uint32>(base_screen_width_),
sw_h / static_cast<Uint32>(base_screen_height_)));
if (scale < 1) scale = 1;
vp_w = static_cast<float>(base_screen_width_ * scale);
vp_h = static_cast<float>(base_screen_height_ * scale);
vp_x = (static_cast<float>(sw_w) - vp_w) * 0.5f;
vp_y = (static_cast<float>(sw_h) - vp_h) * 0.5f;
} else { // LETTERBOX
float scale = std::min(static_cast<float>(sw_w) / base_screen_width_,
static_cast<float>(sw_h) / base_screen_height_);
vp_w = base_screen_width_ * scale;
vp_h = base_screen_height_ * scale;
vp_x = (static_cast<float>(sw_w) - vp_w) * 0.5f;
vp_y = (static_cast<float>(sw_h) - vp_h) * 0.5f;
}
SDL_GPUViewport vp = {vp_x, vp_y, vp_w, vp_h, 0.0f, 1.0f};
SDL_SetGPUViewport(pass2, &vp);
SDL_Rect scissor = {static_cast<int>(vp_x), static_cast<int>(vp_y),
static_cast<int>(vp_w), static_cast<int>(vp_h)};
SDL_SetGPUScissor(pass2, &scissor);
}
// PostFX: full-screen triangle via vertex_id (no vertex buffer needed)
SDL_BindGPUGraphicsPipeline(pass2, gpu_pipeline_->postfxPipeline());
SDL_GPUTextureSamplerBinding scene_tsb = {offscreen_tex_->texture(), offscreen_tex_->sampler()};
@@ -979,29 +1043,53 @@ void Engine::toggleRealFullscreen() {
}
}
void Engine::applyPostFXPreset(int mode) {
static constexpr float presets[4][3] = {
{1.5f, 0.0f, 0.0f}, // 0: Vinyeta
{1.5f, 0.0f, 0.8f}, // 1: Scanlines
{1.5f, 1.0f, 0.0f}, // 2: Cromàtica
{1.5f, 1.0f, 0.8f}, // 3: Complet
};
postfx_uniforms_.vignette_strength = presets[mode][0];
postfx_uniforms_.chroma_strength = presets[mode][1];
postfx_uniforms_.scanline_strength = presets[mode][2];
}
void Engine::handlePostFXCycle() {
static constexpr float presets[5][3] = {
{1.5f, 0.0f, 0.0f}, {1.5f, 0.0f, 0.8f},
{1.5f, 1.0f, 0.0f}, {1.5f, 1.0f, 0.8f},
{0.0f, 0.0f, 0.0f}
};
static constexpr const char* names[5] = {
static constexpr const char* names[4] = {
"PostFX: Vinyeta", "PostFX: Scanlines",
"PostFX: Cromàtica", "PostFX: Complet", "PostFX: Desactivat"
"PostFX: Cromàtica", "PostFX: Complet"
};
postfx_effect_mode_ = (postfx_effect_mode_ + 1) % 5;
postfx_uniforms_.vignette_strength = presets[postfx_effect_mode_][0];
postfx_uniforms_.chroma_strength = presets[postfx_effect_mode_][1];
postfx_uniforms_.scanline_strength = presets[postfx_effect_mode_][2];
postfx_effect_mode_ = (postfx_effect_mode_ + 1) % 4;
postfx_enabled_ = true;
applyPostFXPreset(postfx_effect_mode_);
showNotificationForAction(names[postfx_effect_mode_]);
}
void Engine::toggleIntegerScaling() {
// Solo permitir cambio si estamos en modo fullscreen normal (F3)
if (!fullscreen_enabled_) {
return; // No hacer nada si no estamos en fullscreen
void Engine::handlePostFXToggle() {
static constexpr const char* names[4] = {
"PostFX: Vinyeta", "PostFX: Scanlines",
"PostFX: Cromàtica", "PostFX: Complet"
};
postfx_enabled_ = !postfx_enabled_;
if (postfx_enabled_) {
applyPostFXPreset(postfx_effect_mode_);
showNotificationForAction(names[postfx_effect_mode_]);
} else {
postfx_uniforms_.vignette_strength = 0.0f;
postfx_uniforms_.chroma_strength = 0.0f;
postfx_uniforms_.scanline_strength = 0.0f;
showNotificationForAction("PostFX: Desactivat");
}
}
void Engine::setInitialPostFX(int mode) {
postfx_effect_mode_ = mode;
postfx_enabled_ = true;
applyPostFXPreset(mode);
}
void Engine::toggleIntegerScaling() {
// Ciclar entre los 3 modos: INTEGER → LETTERBOX → STRETCH → INTEGER
switch (current_scaling_mode_) {
case ScalingMode::INTEGER:
@@ -1015,16 +1103,13 @@ void Engine::toggleIntegerScaling() {
break;
}
// SDL_GPU stretches to fill swapchain by default; just show notification
const char* mode_name = "INTEGER";
switch (current_scaling_mode_) {
case ScalingMode::INTEGER: mode_name = "INTEGER"; break;
case ScalingMode::INTEGER: mode_name = "INTEGER"; break;
case ScalingMode::LETTERBOX: mode_name = "LETTERBOX"; break;
case ScalingMode::STRETCH: mode_name = "STRETCH"; break;
case ScalingMode::STRETCH: mode_name = "STRETCH"; break;
}
std::string notification = std::string("Escalado: ") + mode_name;
ui_manager_->showNotification(notification);
showNotificationForAction(std::string("Escalado: ") + mode_name);
}
void Engine::addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b, float scale) {

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@@ -16,6 +16,7 @@
#include "boids_mgr/boid_manager.hpp" // for BoidManager
#include "defines.hpp" // for GravityDirection, ColorTheme, ShapeType
#include "external/texture.hpp" // for Texture
#include "gpu/gpu_ball_buffer.hpp" // for GpuBallBuffer, BallGPUData
#include "gpu/gpu_context.hpp" // for GpuContext
#include "gpu/gpu_pipeline.hpp" // for GpuPipeline
#include "gpu/gpu_sprite_batch.hpp" // for GpuSpriteBatch
@@ -77,6 +78,8 @@ class Engine {
// PostFX presets
void handlePostFXCycle();
void handlePostFXToggle();
void setInitialPostFX(int mode);
// Modo kiosko
void setKioskMode(bool enabled) { kiosk_mode_ = enabled; }
@@ -137,8 +140,10 @@ class Engine {
// === SDL_GPU rendering pipeline ===
std::unique_ptr<GpuContext> gpu_ctx_; // Device + swapchain
std::unique_ptr<GpuPipeline> gpu_pipeline_; // Sprite + postfx pipelines
std::unique_ptr<GpuSpriteBatch> sprite_batch_; // Per-frame vertex/index batch
std::unique_ptr<GpuPipeline> gpu_pipeline_; // Sprite + ball + postfx pipelines
std::unique_ptr<GpuSpriteBatch> sprite_batch_; // Per-frame vertex/index batch (bg + shape + UI)
std::unique_ptr<GpuBallBuffer> gpu_ball_buffer_; // Instanced ball instance data (PHYSICS/BOIDS)
std::vector<BallGPUData> ball_gpu_data_; // CPU-side staging vector (reused each frame)
std::unique_ptr<GpuTexture> offscreen_tex_; // Offscreen render target (Pass 1)
std::unique_ptr<GpuTexture> white_tex_; // 1×1 white (background gradient)
std::unique_ptr<GpuTexture> ui_tex_; // UI text overlay texture
@@ -167,8 +172,9 @@ class Engine {
float delta_time_ = 0.0f;
// PostFX uniforms (passed to GPU each frame)
PostFXUniforms postfx_uniforms_ = {1.5f, 0.0f, 0.0f, 0.0f};
PostFXUniforms postfx_uniforms_ = {0.0f, 0.0f, 0.0f, 0.0f};
int postfx_effect_mode_ = 0;
bool postfx_enabled_ = false;
// Sistema de zoom dinámico
int current_window_zoom_ = DEFAULT_WINDOW_ZOOM;
@@ -241,9 +247,13 @@ class Engine {
void updateShape();
void generateShape();
// PostFX helper
void applyPostFXPreset(int mode);
// GPU helpers
bool loadGpuSpriteTexture(size_t index); // Upload one sprite texture to GPU
void recreateOffscreenTexture(); // Recreate when resolution changes
void renderUIToSurface(); // Render text/UI to ui_surface_
void uploadUISurface(SDL_GPUCommandBuffer* cmd_buf); // Upload ui_surface_ → ui_tex_
};

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@@ -0,0 +1,65 @@
#include "gpu_ball_buffer.hpp"
#include <SDL3/SDL_log.h>
#include <algorithm> // std::min
#include <cstring> // memcpy
bool GpuBallBuffer::init(SDL_GPUDevice* device) {
Uint32 buf_size = static_cast<Uint32>(MAX_BALLS) * sizeof(BallGPUData);
// GPU vertex buffer (instance-rate data read by the ball instanced shader)
SDL_GPUBufferCreateInfo buf_info = {};
buf_info.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
buf_info.size = buf_size;
gpu_buf_ = SDL_CreateGPUBuffer(device, &buf_info);
if (!gpu_buf_) {
SDL_Log("GpuBallBuffer: GPU buffer creation failed: %s", SDL_GetError());
return false;
}
// Transfer buffer (upload staging, cycled every frame)
SDL_GPUTransferBufferCreateInfo tb_info = {};
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
tb_info.size = buf_size;
transfer_buf_ = SDL_CreateGPUTransferBuffer(device, &tb_info);
if (!transfer_buf_) {
SDL_Log("GpuBallBuffer: transfer buffer creation failed: %s", SDL_GetError());
return false;
}
SDL_Log("GpuBallBuffer: initialized (capacity %d balls, %.1f MB VRAM)",
MAX_BALLS, buf_size / (1024.0f * 1024.0f));
return true;
}
void GpuBallBuffer::destroy(SDL_GPUDevice* device) {
if (!device) return;
if (transfer_buf_) { SDL_ReleaseGPUTransferBuffer(device, transfer_buf_); transfer_buf_ = nullptr; }
if (gpu_buf_) { SDL_ReleaseGPUBuffer(device, gpu_buf_); gpu_buf_ = nullptr; }
count_ = 0;
}
bool GpuBallBuffer::upload(SDL_GPUDevice* device, SDL_GPUCommandBuffer* cmd,
const BallGPUData* data, int count) {
if (!data || count <= 0) { count_ = 0; return false; }
count = std::min(count, MAX_BALLS);
Uint32 upload_size = static_cast<Uint32>(count) * sizeof(BallGPUData);
void* ptr = SDL_MapGPUTransferBuffer(device, transfer_buf_, true /* cycle */);
if (!ptr) {
SDL_Log("GpuBallBuffer: transfer buffer map failed: %s", SDL_GetError());
return false;
}
memcpy(ptr, data, upload_size);
SDL_UnmapGPUTransferBuffer(device, transfer_buf_);
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
SDL_GPUTransferBufferLocation src = { transfer_buf_, 0 };
SDL_GPUBufferRegion dst = { gpu_buf_, 0, upload_size };
SDL_UploadToGPUBuffer(copy, &src, &dst, true /* cycle */);
SDL_EndGPUCopyPass(copy);
count_ = count;
return true;
}

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@@ -0,0 +1,47 @@
#pragma once
#include <SDL3/SDL_gpu.h>
#include <cstdint>
// ---------------------------------------------------------------------------
// BallGPUData — 32-byte per-instance record stored in VRAM.
// Positions and sizes pre-converted to NDC space on CPU so the vertex shader
// needs no screen-dimension uniform.
// cx, cy : NDC center (cx = (x + w/2)/sw*2-1, cy = 1-(y+h/2)/sh*2)
// hw, hh : NDC half-size (hw = w/sw, hh = h/sh, both positive)
// r,g,b,a: RGBA in [0,1]
// ---------------------------------------------------------------------------
struct BallGPUData {
float cx, cy; // NDC center
float hw, hh; // NDC half-size (positive)
float r, g, b, a; // RGBA color [0,1]
};
static_assert(sizeof(BallGPUData) == 32, "BallGPUData must be 32 bytes");
// ============================================================================
// GpuBallBuffer — owns the GPU vertex buffer used for instanced ball rendering.
//
// Usage per frame:
// buffer.upload(device, cmd, data, count); // inside a copy pass
// // Then in render pass: bind buffer, SDL_DrawGPUPrimitives(pass, 6, count, 0, 0)
// ============================================================================
class GpuBallBuffer {
public:
static constexpr int MAX_BALLS = 500000;
bool init(SDL_GPUDevice* device);
void destroy(SDL_GPUDevice* device);
// Upload ball array to GPU via an internal copy pass.
// count is clamped to MAX_BALLS. Returns false on error or empty input.
bool upload(SDL_GPUDevice* device, SDL_GPUCommandBuffer* cmd,
const BallGPUData* data, int count);
SDL_GPUBuffer* buffer() const { return gpu_buf_; }
int count() const { return count_; }
private:
SDL_GPUBuffer* gpu_buf_ = nullptr;
SDL_GPUTransferBuffer* transfer_buf_ = nullptr;
int count_ = 0;
};

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@@ -1,8 +1,10 @@
#include "gpu_pipeline.hpp"
#include "gpu_sprite_batch.hpp" // for GpuVertex layout
#include "gpu_sprite_batch.hpp" // for GpuVertex layout
#include "gpu_ball_buffer.hpp" // for BallGPUData layout
#include <SDL3/SDL_log.h>
#include <cstddef> // offsetof
#include <cstring> // strlen
// ============================================================================
// MSL Shaders (Metal Shading Language, macOS)
@@ -133,6 +135,60 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
}
)";
// ---------------------------------------------------------------------------
// Ball instanced vertex shader
// Reads BallGPUData as per-instance attributes (input_rate = INSTANCE).
// Generates a 6-vertex quad (2 triangles) per instance using vertex_id.
//
// BallGPUData layout:
// float2 center [[attribute(0)]] — NDC center (cx, cy)
// float2 half [[attribute(1)]] — NDC half-size (hw, hh), both positive
// float4 col [[attribute(2)]] — RGBA [0,1]
//
// NDC convention (SDL / Metal): Y increases upward (+1=top, -1=bottom).
// half.x = w/screen_w, half.y = h/screen_h (positive; Y is not flipped)
// Vertex order: TL TR BL | TR BR BL (CCW winding, standard Metal)
// ---------------------------------------------------------------------------
static const char* kBallInstancedVertMSL = R"(
#include <metal_stdlib>
using namespace metal;
struct BallInstance {
float2 center [[attribute(0)]]; // NDC center
float2 halfsize [[attribute(1)]]; // NDC half-size (both positive); 'half' is reserved in MSL
float4 col [[attribute(2)]];
};
struct BallVOut {
float4 pos [[position]];
float2 uv;
float4 col;
};
vertex BallVOut ball_instanced_vs(BallInstance inst [[stage_in]],
uint vid [[vertex_id]]) {
// Offset signs for each of the 6 vertices (TL TR BL | TR BR BL)
const float2 offsets[6] = {
{-1.0f, 1.0f}, // TL
{ 1.0f, 1.0f}, // TR
{-1.0f, -1.0f}, // BL
{ 1.0f, 1.0f}, // TR (shared)
{ 1.0f, -1.0f}, // BR
{-1.0f, -1.0f}, // BL (shared)
};
// UV: TL=(0,0) TR=(1,0) BL=(0,1) BR=(1,1)
const float2 uvs[6] = {
{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f},
{1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
};
float2 pos = inst.center + offsets[vid] * inst.halfsize;
BallVOut out;
out.pos = float4(pos.x, pos.y, 0.0f, 1.0f);
out.uv = uvs[vid];
out.col = inst.col;
return out;
}
)";
// ============================================================================
// GpuPipeline implementation
// ============================================================================
@@ -222,6 +278,71 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
return false;
}
// ----------------------------------------------------------------
// Ball instanced pipeline
// Vertex: ball_instanced_vs (BallGPUData per-instance, no index buffer)
// Fragment: sprite_fs (same texture+color blend as sprite pipeline)
// Targets: offscreen (same as sprite pipeline)
// ----------------------------------------------------------------
SDL_GPUShader* ball_vert = createShader(device, kBallInstancedVertMSL, "ball_instanced_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ball_frag = createShader(device, kSpriteFragMSL, "sprite_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
if (!ball_vert || !ball_frag) {
SDL_Log("GpuPipeline: failed to create ball instanced shaders");
if (ball_vert) SDL_ReleaseGPUShader(device, ball_vert);
if (ball_frag) SDL_ReleaseGPUShader(device, ball_frag);
return false;
}
// Vertex input: BallGPUData as per-instance data (step rate = 1 instance)
SDL_GPUVertexBufferDescription ball_vb_desc = {};
ball_vb_desc.slot = 0;
ball_vb_desc.pitch = sizeof(BallGPUData);
ball_vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE;
ball_vb_desc.instance_step_rate = 1;
SDL_GPUVertexAttribute ball_attrs[3] = {};
// attr 0: center (float2) at offset 0
ball_attrs[0].location = 0;
ball_attrs[0].buffer_slot = 0;
ball_attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[0].offset = static_cast<Uint32>(offsetof(BallGPUData, cx));
// attr 1: half-size (float2) at offset 8
ball_attrs[1].location = 1;
ball_attrs[1].buffer_slot = 0;
ball_attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[1].offset = static_cast<Uint32>(offsetof(BallGPUData, hw));
// attr 2: color (float4) at offset 16
ball_attrs[2].location = 2;
ball_attrs[2].buffer_slot = 0;
ball_attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
ball_attrs[2].offset = static_cast<Uint32>(offsetof(BallGPUData, r));
SDL_GPUVertexInputState ball_vertex_input = {};
ball_vertex_input.vertex_buffer_descriptions = &ball_vb_desc;
ball_vertex_input.num_vertex_buffers = 1;
ball_vertex_input.vertex_attributes = ball_attrs;
ball_vertex_input.num_vertex_attributes = 3;
SDL_GPUGraphicsPipelineCreateInfo ball_pipe_info = {};
ball_pipe_info.vertex_shader = ball_vert;
ball_pipe_info.fragment_shader = ball_frag;
ball_pipe_info.vertex_input_state = ball_vertex_input;
ball_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
ball_pipe_info.target_info.num_color_targets = 1;
ball_pipe_info.target_info.color_target_descriptions = &color_target_desc;
ball_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &ball_pipe_info);
SDL_ReleaseGPUShader(device, ball_vert);
SDL_ReleaseGPUShader(device, ball_frag);
if (!ball_pipeline_) {
SDL_Log("GpuPipeline: ball instanced pipeline creation failed: %s", SDL_GetError());
return false;
}
// ----------------------------------------------------------------
// UI overlay pipeline (same as sprite but renders to swapchain format)
// Reuse sprite shaders with different target format.
@@ -275,12 +396,13 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
return false;
}
SDL_Log("GpuPipeline: sprite and postfx pipelines created successfully");
SDL_Log("GpuPipeline: all pipelines created successfully");
return true;
}
void GpuPipeline::destroy(SDL_GPUDevice* device) {
if (sprite_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, sprite_pipeline_); sprite_pipeline_ = nullptr; }
if (ball_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, ball_pipeline_); ball_pipeline_ = nullptr; }
if (postfx_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, postfx_pipeline_); postfx_pipeline_ = nullptr; }
}
@@ -289,7 +411,8 @@ SDL_GPUShader* GpuPipeline::createShader(SDL_GPUDevice* device,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers) {
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers) {
SDL_GPUShaderCreateInfo info = {};
info.code = reinterpret_cast<const Uint8*>(msl_source);
info.code_size = static_cast<size_t>(strlen(msl_source) + 1);
@@ -298,7 +421,7 @@ SDL_GPUShader* GpuPipeline::createShader(SDL_GPUDevice* device,
info.stage = stage;
info.num_samplers = num_samplers;
info.num_storage_textures = 0;
info.num_storage_buffers = 0;
info.num_storage_buffers = num_storage_buffers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);

View File

@@ -19,6 +19,9 @@ struct PostFXUniforms {
//
// sprite_pipeline_ : textured quads, alpha blending.
// Vertex layout: GpuVertex (pos float2, uv float2, col float4).
// ball_pipeline_ : instanced ball rendering, alpha blending.
// Vertex layout: BallGPUData as per-instance data (input_rate=INSTANCE).
// 6 procedural vertices per instance (no index buffer).
// postfx_pipeline_ : full-screen triangle, no vertex buffer, no blend.
// Reads offscreen texture, writes to swapchain.
// Accepts PostFXUniforms via fragment uniform buffer slot 0.
@@ -33,7 +36,8 @@ public:
void destroy(SDL_GPUDevice* device);
SDL_GPUGraphicsPipeline* spritePipeline() const { return sprite_pipeline_; }
SDL_GPUGraphicsPipeline* postfxPipeline() const { return postfx_pipeline_; }
SDL_GPUGraphicsPipeline* ballPipeline() const { return ball_pipeline_; }
SDL_GPUGraphicsPipeline* postfxPipeline() const { return postfx_pipeline_; }
private:
SDL_GPUShader* createShader(SDL_GPUDevice* device,
@@ -41,8 +45,10 @@ private:
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers);
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers = 0);
SDL_GPUGraphicsPipeline* sprite_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* ball_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* postfx_pipeline_ = nullptr;
};

View File

@@ -105,7 +105,7 @@ bool InputHandler::processEvents(Engine& engine) {
// Toggle Modo Boids (comportamiento de enjambre)
case SDLK_B:
// engine.toggleBoidsMode();
engine.toggleBoidsMode();
break;
// Ciclar temas de color (movido de B a C)
@@ -254,8 +254,13 @@ bool InputHandler::processEvents(Engine& engine) {
else engine.toggleRealFullscreen();
break;
// Toggle escalado entero/estirado (solo en fullscreen F3)
// Toggle PostFX activo/inactivo
case SDLK_F5:
engine.handlePostFXToggle();
break;
// Toggle escalado entero/estirado (solo en fullscreen F3)
case SDLK_F6:
engine.toggleIntegerScaling();
break;

View File

@@ -21,6 +21,7 @@ void printHelp() {
std::cout << " --custom-balls <n> Activa escenario custom (tecla 9) con N pelotas\n";
std::cout << " --skip-benchmark Salta el benchmark y usa el máximo de bolas (50000)\n";
std::cout << " --max-balls <n> Limita el máximo de bolas en modos DEMO/DEMO_LITE\n";
std::cout << " --postfx <efecto> Arrancar con PostFX activo: vinyeta, scanlines, cromatica, complet\n";
std::cout << " --help Mostrar esta ayuda\n\n";
std::cout << "Ejemplos:\n";
std::cout << " vibe3_physics # 320x240 zoom 3 (ventana 960x720)\n";
@@ -45,6 +46,7 @@ int main(int argc, char* argv[]) {
bool kiosk_mode = false;
bool skip_benchmark = false;
int max_balls_override = 0;
int initial_postfx = -1;
AppMode initial_mode = AppMode::SANDBOX; // Modo inicial (default: SANDBOX)
// Parsear argumentos
@@ -124,6 +126,25 @@ int main(int argc, char* argv[]) {
}
} else if (strcmp(argv[i], "--skip-benchmark") == 0) {
skip_benchmark = true;
} else if (strcmp(argv[i], "--postfx") == 0) {
if (i + 1 < argc) {
std::string fx = argv[++i];
if (fx == "vinyeta") {
initial_postfx = 0;
} else if (fx == "scanlines") {
initial_postfx = 1;
} else if (fx == "cromatica") {
initial_postfx = 2;
} else if (fx == "complet") {
initial_postfx = 3;
} else {
std::cerr << "Error: --postfx '" << fx << "' no válido. Usa: vinyeta, scanlines, cromatica, complet\n";
return -1;
}
} else {
std::cerr << "Error: --postfx requiere un valor\n";
return -1;
}
} else if (strcmp(argv[i], "--max-balls") == 0) {
if (i + 1 < argc) {
int n = atoi(argv[++i]);
@@ -158,6 +179,9 @@ int main(int argc, char* argv[]) {
else if (skip_benchmark)
engine.setSkipBenchmark();
if (initial_postfx >= 0)
engine.setInitialPostFX(initial_postfx);
if (!engine.initialize(width, height, zoom, fullscreen, initial_mode)) {
std::cout << "¡Error al inicializar el engine!" << std::endl;
return -1;