Files
vibe3_physics/source/engine.hpp
Sergio Valor 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

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#pragma once
#include <SDL3/SDL_events.h> // for SDL_Event
#include <SDL3/SDL_render.h> // for SDL_Renderer (ui_renderer_ software renderer)
#include <SDL3/SDL_stdinc.h> // for Uint64
#include <SDL3/SDL_surface.h> // for SDL_Surface (ui_surface_)
#include <SDL3/SDL_video.h> // for SDL_Window
#include <array> // for array
#include <memory> // for unique_ptr, shared_ptr
#include <string> // for string
#include <vector> // for vector
#include "ui/app_logo.hpp" // for AppLogo
#include "ball.hpp" // for Ball
#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
#include "gpu/gpu_texture.hpp" // for GpuTexture
#include "input/input_handler.hpp" // for InputHandler
#include "scene/scene_manager.hpp" // for SceneManager
#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
#include "state/state_manager.hpp" // for StateManager
#include "theme_manager.hpp" // for ThemeManager
#include "ui/ui_manager.hpp" // for UIManager
class Engine {
public:
// Interfaz pública principal
bool initialize(int width = 0, int height = 0, int zoom = 0, bool fullscreen = false, AppMode initial_mode = AppMode::SANDBOX);
void run();
void shutdown();
// === Métodos públicos para InputHandler ===
// Gravedad y física
void pushBallsAwayFromGravity();
void handleGravityToggle();
void handleGravityDirectionChange(GravityDirection direction, const char* notification_text);
// Display y depuración
void toggleVSync();
void toggleDebug();
void toggleHelp();
// Figuras 3D
void toggleShapeMode();
void activateShape(ShapeType type, const char* notification_text);
void handleShapeScaleChange(bool increase);
void resetShapeScale();
void toggleDepthZoom();
// Boids (comportamiento de enjambre)
void toggleBoidsMode(bool force_gravity_on = true);
// Temas de colores
void cycleTheme(bool forward);
void switchThemeByNumpad(int numpad_key);
void toggleThemePage();
void pauseDynamicTheme();
// Sprites/Texturas
void switchTexture();
// Escenarios (número de pelotas)
void changeScenario(int scenario_id, const char* notification_text);
// Zoom y fullscreen
void handleZoomIn();
void handleZoomOut();
void toggleFullscreen();
void toggleRealFullscreen();
void toggleIntegerScaling();
// PostFX presets
void handlePostFXCycle();
// Modo kiosko
void setKioskMode(bool enabled) { kiosk_mode_ = enabled; }
bool isKioskMode() const { return kiosk_mode_; }
// Escenario custom (tecla 9, --custom-balls)
void setCustomScenario(int balls);
bool isCustomScenarioEnabled() const { return custom_scenario_enabled_; }
bool isCustomAutoAvailable() const { return custom_auto_available_; }
int getCustomScenarioBalls() const { return custom_scenario_balls_; }
// Control manual del benchmark (--skip-benchmark, --max-balls)
void setSkipBenchmark();
void setMaxBallsOverride(int n);
// Notificaciones (público para InputHandler)
void showNotificationForAction(const std::string& text);
// Modos de aplicación (DEMO/LOGO)
void toggleDemoMode();
void toggleDemoLiteMode();
void toggleLogoMode();
// === Métodos públicos para StateManager (automatización DEMO/LOGO sin notificación) ===
void enterShapeMode(ShapeType type); // Activar figura (sin notificación)
void exitShapeMode(bool force_gravity = true); // Volver a física (sin notificación)
void switchTextureSilent(); // Cambiar textura (sin notificación)
void setTextureByIndex(size_t index); // Restaurar textura específica
// === Getters públicos para UIManager (Debug HUD) ===
bool getVSyncEnabled() const { return vsync_enabled_; }
bool getFullscreenEnabled() const { return fullscreen_enabled_; }
bool getRealFullscreenEnabled() const { return real_fullscreen_enabled_; }
ScalingMode getCurrentScalingMode() const { return current_scaling_mode_; }
int getCurrentScreenWidth() const { return current_screen_width_; }
int getCurrentScreenHeight() const { return current_screen_height_; }
std::string getCurrentTextureName() const {
if (texture_names_.empty()) return "";
return texture_names_[current_texture_index_];
}
int getBaseScreenWidth() const { return base_screen_width_; }
int getBaseScreenHeight() const { return base_screen_height_; }
int getMaxAutoScenario() const { return max_auto_scenario_; }
size_t getCurrentTextureIndex() const { return current_texture_index_; }
private:
// === Componentes del sistema (Composición) ===
std::unique_ptr<InputHandler> input_handler_; // Manejo de entradas SDL
std::unique_ptr<SceneManager> scene_manager_; // Gestión de bolas y física
std::unique_ptr<ShapeManager> shape_manager_; // Gestión de figuras 3D
std::unique_ptr<BoidManager> boid_manager_; // Gestión de comportamiento boids
std::unique_ptr<StateManager> state_manager_; // Gestión de estados (DEMO/LOGO)
std::unique_ptr<UIManager> ui_manager_; // Gestión de UI (HUD, FPS, notificaciones)
std::unique_ptr<AppLogo> app_logo_; // Gestión de logo periódico en pantalla
// === SDL window ===
SDL_Window* window_ = nullptr;
// === SDL_GPU rendering pipeline ===
std::unique_ptr<GpuContext> gpu_ctx_; // Device + swapchain
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
// GPU sprite textures (one per ball skin, parallel to textures_/texture_names_)
std::unique_ptr<GpuTexture> gpu_texture_; // Active GPU sprite texture
std::vector<std::unique_ptr<GpuTexture>> gpu_textures_; // All GPU sprite textures
// === SDL_Renderer (software, for UI text via SDL3_ttf) ===
// Renders to ui_surface_, then uploaded as gpu texture overlay.
SDL_Renderer* ui_renderer_ = nullptr;
SDL_Surface* ui_surface_ = nullptr;
// Legacy Texture objects — kept for ball physics sizing and AppLogo
std::shared_ptr<Texture> texture_ = nullptr; // Textura activa actual
std::vector<std::shared_ptr<Texture>> textures_; // Todas las texturas disponibles
std::vector<std::string> texture_names_; // Nombres de texturas (sin extensión)
size_t current_texture_index_ = 0; // Índice de textura activa
int current_ball_size_ = 10; // Tamaño actual de pelotas (dinámico)
// Estado del simulador
bool should_exit_ = false;
// Sistema de timing
Uint64 last_frame_time_ = 0;
float delta_time_ = 0.0f;
// PostFX uniforms (passed to GPU each frame)
PostFXUniforms postfx_uniforms_ = {1.5f, 0.0f, 0.0f, 0.0f};
int postfx_effect_mode_ = 0;
// Sistema de zoom dinámico
int current_window_zoom_ = DEFAULT_WINDOW_ZOOM;
// V-Sync y fullscreen
bool vsync_enabled_ = true;
bool fullscreen_enabled_ = false;
bool real_fullscreen_enabled_ = false;
bool kiosk_mode_ = false;
ScalingMode current_scaling_mode_ = ScalingMode::INTEGER;
// Resolución base (configurada por CLI o default)
int base_screen_width_ = DEFAULT_SCREEN_WIDTH;
int base_screen_height_ = DEFAULT_SCREEN_HEIGHT;
// Resolución dinámica actual (cambia en fullscreen real)
int current_screen_width_ = DEFAULT_SCREEN_WIDTH;
int current_screen_height_ = DEFAULT_SCREEN_HEIGHT;
// Resolución física real de ventana/pantalla (para texto absoluto)
int physical_window_width_ = DEFAULT_SCREEN_WIDTH;
int physical_window_height_ = DEFAULT_SCREEN_HEIGHT;
// Sistema de temas (delegado a ThemeManager)
std::unique_ptr<ThemeManager> theme_manager_;
int theme_page_ = 0;
// Modo de simulación actual (PHYSICS/SHAPE/BOIDS)
SimulationMode current_mode_ = SimulationMode::PHYSICS;
// Sistema de Modo DEMO (auto-play) y LOGO
int max_auto_scenario_ = 5;
// Escenario custom (--custom-balls)
int custom_scenario_balls_ = 0;
bool custom_scenario_enabled_ = false;
bool custom_auto_available_ = false;
bool skip_benchmark_ = false;
// Bucket sort per z-ordering (SHAPE mode)
static constexpr int DEPTH_SORT_BUCKETS = 256;
std::array<std::vector<size_t>, DEPTH_SORT_BUCKETS> depth_buckets_;
// Métodos principales del loop
void calculateDeltaTime();
void update();
void render();
// Benchmark de rendimiento (determina max_auto_scenario_ al inicio)
void runPerformanceBenchmark();
// Métodos auxiliares privados
// Sistema de cambio de sprites dinámico
void switchTextureInternal(bool show_notification);
// Sistema de zoom dinámico
int calculateMaxWindowZoom() const;
void setWindowZoom(int new_zoom);
void zoomIn();
void zoomOut();
void updatePhysicalWindowSize();
// Rendering (GPU path replaces addSpriteToBatch)
void addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b, float scale = 1.0f);
// Sistema de Figuras 3D
void toggleShapeModeInternal(bool force_gravity_on_exit = true);
void activateShapeInternal(ShapeType type);
void updateShape();
void generateShape();
// 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_
};