Files
vibe3_physics/source/gpu/gpu_pipeline.hpp
Sergio Valor af0276255e feat(postfx): afegir push constants i efectes chromatic aberration + scanlines
- PostFXUniforms struct (vignette_strength, chroma_strength, scanline_strength, time)
- Shader MSL actualitzat: aberració cromàtica RGB + scanlines sin-wave + vinyeta paramètrica
- Pipeline postfx declara num_uniform_buffers=1 (buffer(0) en MSL)
- Engine acumula temps i fa SDL_PushGPUFragmentUniformData cada frame
- Valors per defecte: vignette=1.5, chroma=0, scanlines=0 (comportament idèntic a l'anterior)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-19 22:11:05 +01:00

49 lines
2.2 KiB
C++

#pragma once
#include <SDL3/SDL_gpu.h>
// ============================================================================
// PostFXUniforms — pushed to the fragment stage each frame via
// SDL_PushGPUFragmentUniformData(pass, 0, &uniforms, sizeof(PostFXUniforms))
// MSL binding: constant PostFXUniforms& u [[buffer(0)]]
// ============================================================================
struct PostFXUniforms {
float vignette_strength; // 0 = none, 1.5 = default subtle
float chroma_strength; // 0 = off, 1 = full chromatic aberration
float scanline_strength; // 0 = off, 1 = full scanlines
float time; // accumulated seconds (for future animations)
};
// ============================================================================
// GpuPipeline — Creates and owns the graphics pipelines used by the engine.
//
// sprite_pipeline_ : textured quads, alpha blending.
// Vertex layout: GpuVertex (pos float2, uv float2, col float4).
// postfx_pipeline_ : full-screen triangle, no vertex buffer, no blend.
// Reads offscreen texture, writes to swapchain.
// Accepts PostFXUniforms via fragment uniform buffer slot 0.
// ============================================================================
class GpuPipeline {
public:
// target_format: pass SDL_GetGPUSwapchainTextureFormat() result.
// offscreen_format: format of the offscreen render target.
bool init(SDL_GPUDevice* device,
SDL_GPUTextureFormat target_format,
SDL_GPUTextureFormat offscreen_format);
void destroy(SDL_GPUDevice* device);
SDL_GPUGraphicsPipeline* spritePipeline() const { return sprite_pipeline_; }
SDL_GPUGraphicsPipeline* postfxPipeline() const { return postfx_pipeline_; }
private:
SDL_GPUShader* createShader(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers);
SDL_GPUGraphicsPipeline* sprite_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* postfx_pipeline_ = nullptr;
};