Files
vibe3_physics/source/gpu/gpu_pipeline.hpp
Sergio Valor f3b029c5b6 refactor: normalizar notificaciones a castellano, title case sin dos puntos
- Todo en castellano (Vinyeta→viñeta, Cromàtica→cromática, Complet→completo, Desactivat→desactivado, Boids→boids)
- Primera letra mayúscula, resto minúscula (MODO SANDBOX→Modo sandbox, etc.)
- Sin dos puntos separador (PostFX: X→PostFX X, Escalado: X→Escalado X, Sprite: X→Textura X)
- Separadores de miles en castellano (1,000→1.000 pelotas)
- Nombres de figura en minúscula via tolower (SPHERE→sphere → "Modo sphere")
- Ajuste valores PostFX por defecto (vignette 1.5→0.8, chroma 1.0→0.2)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 18:21:28 +01:00

64 lines
3.1 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, 0.8 = default subtle
float chroma_strength; // 0 = off, 0.2 = default 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).
// 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.
// ============================================================================
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* ballPipeline() const { return ball_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,
Uint32 num_storage_buffers = 0);
SDL_GPUShader* createShaderSPIRV(SDL_GPUDevice* device,
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers = 0);
SDL_GPUGraphicsPipeline* sprite_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* ball_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* postfx_pipeline_ = nullptr;
};