Files
vibe3_physics/source/gpu/gpu_sprite_batch.cpp
Sergio c9bcce6f9b style: aplicar fixes de clang-tidy (todo excepto uppercase-literal-suffix)
Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors
más ajustes manuales posteriores:

- modernize: designated-initializers, trailing-return-type, use-auto,
  avoid-c-arrays (→ std::array<>), use-ranges, use-emplace,
  deprecated-headers, use-equals-default, pass-by-value,
  return-braced-init-list, use-default-member-init
- readability: math-missing-parentheses, implicit-bool-conversion,
  braces-around-statements, isolate-declaration, use-std-min-max,
  identifier-naming, else-after-return, redundant-casting,
  convert-member-functions-to-static, make-member-function-const,
  static-accessed-through-instance
- performance: avoid-endl, unnecessary-value-param, type-promotion,
  inefficient-vector-operation
- dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData),
  dead stores en engine.cpp y png_shape.cpp
- NOLINT justificado en 10 funciones con alta complejidad cognitiva
  (initialize, render, main, processEvents, update×3, performDemoAction,
  randomizeOnDemoStart, renderDebugHUD, AppLogo::update)

Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 10:52:07 +01:00

237 lines
8.4 KiB
C++

#include "gpu_sprite_batch.hpp"
#include <SDL3/SDL_log.h>
#include <cstring> // memcpy
// ---------------------------------------------------------------------------
// Public interface
// ---------------------------------------------------------------------------
auto GpuSpriteBatch::init(SDL_GPUDevice* device, int max_sprites) -> bool {
max_sprites_ = max_sprites;
// Pre-allocate GPU buffers large enough for (max_sprites_ + 2) quads.
// The +2 reserves one slot for the background quad and one for the fullscreen overlay.
Uint32 max_verts = static_cast<Uint32>(max_sprites_ + 2) * 4;
Uint32 max_indices = static_cast<Uint32>(max_sprites_ + 2) * 6;
Uint32 vb_size = max_verts * sizeof(GpuVertex);
Uint32 ib_size = max_indices * sizeof(uint32_t);
// Vertex buffer
SDL_GPUBufferCreateInfo vb_info = {};
vb_info.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
vb_info.size = vb_size;
vertex_buf_ = SDL_CreateGPUBuffer(device, &vb_info);
if (vertex_buf_ == nullptr) {
SDL_Log("GpuSpriteBatch: vertex buffer creation failed: %s", SDL_GetError());
return false;
}
// Index buffer
SDL_GPUBufferCreateInfo ib_info = {};
ib_info.usage = SDL_GPU_BUFFERUSAGE_INDEX;
ib_info.size = ib_size;
index_buf_ = SDL_CreateGPUBuffer(device, &ib_info);
if (index_buf_ == nullptr) {
SDL_Log("GpuSpriteBatch: index buffer creation failed: %s", SDL_GetError());
return false;
}
// Transfer buffers (reused every frame via cycle=true on upload)
SDL_GPUTransferBufferCreateInfo tb_info = {};
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
tb_info.size = vb_size;
vertex_transfer_ = SDL_CreateGPUTransferBuffer(device, &tb_info);
if (vertex_transfer_ == nullptr) {
SDL_Log("GpuSpriteBatch: vertex transfer buffer failed: %s", SDL_GetError());
return false;
}
tb_info.size = ib_size;
index_transfer_ = SDL_CreateGPUTransferBuffer(device, &tb_info);
if (index_transfer_ == nullptr) {
SDL_Log("GpuSpriteBatch: index transfer buffer failed: %s", SDL_GetError());
return false;
}
vertices_.reserve(static_cast<size_t>(max_sprites_ + 2) * 4);
indices_.reserve(static_cast<size_t>(max_sprites_ + 2) * 6);
return true;
}
void GpuSpriteBatch::destroy(SDL_GPUDevice* device) {
if (device == nullptr) {
return;
}
if (vertex_transfer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device, vertex_transfer_);
vertex_transfer_ = nullptr;
}
if (index_transfer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device, index_transfer_);
index_transfer_ = nullptr;
}
if (vertex_buf_ != nullptr) {
SDL_ReleaseGPUBuffer(device, vertex_buf_);
vertex_buf_ = nullptr;
}
if (index_buf_ != nullptr) {
SDL_ReleaseGPUBuffer(device, index_buf_);
index_buf_ = nullptr;
}
}
void GpuSpriteBatch::beginFrame() {
vertices_.clear();
indices_.clear();
bg_index_count_ = 0;
sprite_index_offset_ = 0;
sprite_index_count_ = 0;
overlay_index_offset_ = 0;
overlay_index_count_ = 0;
}
void GpuSpriteBatch::addBackground(float screen_w, float screen_h, float top_r, float top_g, float top_b, float bot_r, float bot_g, float bot_b) {
// Background is the full screen quad, corners:
// TL(-1, 1) TR(1, 1) → top color
// BL(-1,-1) BR(1,-1) → bottom color
// We push it as 4 separate vertices (different colors per row).
auto vi = static_cast<uint32_t>(vertices_.size());
// Top-left
vertices_.push_back({-1.0f, 1.0f, 0.0f, 0.0f, top_r, top_g, top_b, 1.0f});
// Top-right
vertices_.push_back({1.0f, 1.0f, 1.0f, 0.0f, top_r, top_g, top_b, 1.0f});
// Bottom-right
vertices_.push_back({1.0f, -1.0f, 1.0f, 1.0f, bot_r, bot_g, bot_b, 1.0f});
// Bottom-left
vertices_.push_back({-1.0f, -1.0f, 0.0f, 1.0f, bot_r, bot_g, bot_b, 1.0f});
// Two triangles: TL-TR-BR, BR-BL-TL
indices_.push_back(vi + 0);
indices_.push_back(vi + 1);
indices_.push_back(vi + 2);
indices_.push_back(vi + 2);
indices_.push_back(vi + 3);
indices_.push_back(vi + 0);
bg_index_count_ = 6;
sprite_index_offset_ = 6;
(void)screen_w;
(void)screen_h; // unused — bg always covers full NDC
}
void GpuSpriteBatch::addSprite(float x, float y, float w, float h, float r, float g, float b, float a, float scale, float screen_w, float screen_h) {
// Apply scale around the sprite centre
float scaled_w = w * scale;
float scaled_h = h * scale;
float offset_x = (w - scaled_w) * 0.5f;
float offset_y = (h - scaled_h) * 0.5f;
float px0 = x + offset_x;
float py0 = y + offset_y;
float px1 = px0 + scaled_w;
float py1 = py0 + scaled_h;
float ndx0;
float ndy0;
float ndx1;
float ndy1;
toNDC(px0, py0, screen_w, screen_h, ndx0, ndy0);
toNDC(px1, py1, screen_w, screen_h, ndx1, ndy1);
pushQuad(ndx0, ndy0, ndx1, ndy1, 0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a);
sprite_index_count_ += 6;
}
void GpuSpriteBatch::addFullscreenOverlay() {
// El overlay es un slot reservado fuera del espacio de max_sprites_, igual que el background.
// Escribe directamente sin pasar por el guard de pushQuad().
overlay_index_offset_ = static_cast<int>(indices_.size());
auto vi = static_cast<uint32_t>(vertices_.size());
vertices_.push_back({-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f});
vertices_.push_back({1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f});
vertices_.push_back({1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f});
vertices_.push_back({-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f});
indices_.push_back(vi + 0);
indices_.push_back(vi + 1);
indices_.push_back(vi + 2);
indices_.push_back(vi + 2);
indices_.push_back(vi + 3);
indices_.push_back(vi + 0);
overlay_index_count_ = 6;
}
auto GpuSpriteBatch::uploadBatch(SDL_GPUDevice* device, SDL_GPUCommandBuffer* cmd_buf) -> bool {
if (vertices_.empty()) {
return false;
}
auto vb_size = static_cast<Uint32>(vertices_.size() * sizeof(GpuVertex));
auto ib_size = static_cast<Uint32>(indices_.size() * sizeof(uint32_t));
// Map → write → unmap transfer buffers
void* vp = SDL_MapGPUTransferBuffer(device, vertex_transfer_, true /* cycle */);
if (vp == nullptr) {
SDL_Log("GpuSpriteBatch: vertex map failed");
return false;
}
memcpy(vp, vertices_.data(), vb_size);
SDL_UnmapGPUTransferBuffer(device, vertex_transfer_);
void* ip = SDL_MapGPUTransferBuffer(device, index_transfer_, true /* cycle */);
if (ip == nullptr) {
SDL_Log("GpuSpriteBatch: index map failed");
return false;
}
memcpy(ip, indices_.data(), ib_size);
SDL_UnmapGPUTransferBuffer(device, index_transfer_);
// Upload via copy pass
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd_buf);
SDL_GPUTransferBufferLocation v_src = {vertex_transfer_, 0};
SDL_GPUBufferRegion v_dst = {vertex_buf_, 0, vb_size};
SDL_UploadToGPUBuffer(copy, &v_src, &v_dst, true /* cycle */);
SDL_GPUTransferBufferLocation i_src = {index_transfer_, 0};
SDL_GPUBufferRegion i_dst = {index_buf_, 0, ib_size};
SDL_UploadToGPUBuffer(copy, &i_src, &i_dst, true /* cycle */);
SDL_EndGPUCopyPass(copy);
return true;
}
// ---------------------------------------------------------------------------
// Private helpers
// ---------------------------------------------------------------------------
void GpuSpriteBatch::toNDC(float px, float py, float screen_w, float screen_h, float& ndx, float& ndy) {
ndx = (px / screen_w) * 2.0f - 1.0f;
ndy = 1.0f - (py / screen_h) * 2.0f;
}
void GpuSpriteBatch::pushQuad(float ndx0, float ndy0, float ndx1, float ndy1, float u0, float v0, float u1, float v1, float r, float g, float b, float a) {
// +1 reserva el slot del background que ya entró sin pasar por este guard.
if (vertices_.size() + 4 > static_cast<size_t>(max_sprites_ + 1) * 4) {
return;
}
auto vi = static_cast<uint32_t>(vertices_.size());
// TL, TR, BR, BL
vertices_.push_back({ndx0, ndy0, u0, v0, r, g, b, a});
vertices_.push_back({ndx1, ndy0, u1, v0, r, g, b, a});
vertices_.push_back({ndx1, ndy1, u1, v1, r, g, b, a});
vertices_.push_back({ndx0, ndy1, u0, v1, r, g, b, a});
indices_.push_back(vi + 0);
indices_.push_back(vi + 1);
indices_.push_back(vi + 2);
indices_.push_back(vi + 2);
indices_.push_back(vi + 3);
indices_.push_back(vi + 0);
}