Implementar arquitectura multi-backend para vibe4_shaders

- Actualizar proyecto de vibe3_physics a vibe4_shaders
- Crear sistema modular de renderizado con RendererInterface
- Añadir WindowManager para gestión de ventana y backends
- Implementar backends: SDL (fallback), Vulkan, Metal
- Añadir soporte para efectos CRT en software
- Migrar sistema de renderizado a batch processing
- Actualizar README con nueva arquitectura

NOTA: Funcionalidad básica necesita restauración (texto y texturas)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-09-27 23:07:48 +02:00
parent 74cad13867
commit 6a84234265
13 changed files with 1914 additions and 169 deletions

View File

@@ -2,11 +2,9 @@
#include <SDL3/SDL_error.h> // for SDL_GetError
#include <SDL3/SDL_events.h> // for SDL_Event, SDL_PollEvent
#include <SDL3/SDL_init.h> // for SDL_Init, SDL_Quit, SDL_INIT_VIDEO
#include <SDL3/SDL_keycode.h> // for SDL_Keycode
#include <SDL3/SDL_render.h> // for SDL_SetRenderDrawColor, SDL_RenderPresent
#include <SDL3/SDL_timer.h> // for SDL_GetTicks
#include <SDL3/SDL_video.h> // for SDL_CreateWindow, SDL_DestroyWindow, SDL_GetDisplayBounds
#include <SDL3/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <algorithm> // for std::min, std::max
#include <cstdlib> // for rand, srand
@@ -38,49 +36,44 @@ std::string getExecutableDirectory() {
// Implementación de métodos públicos
bool Engine::initialize() {
bool success = true;
// Crear y configurar el window manager
window_manager_ = std::make_unique<vibe4::WindowManager>();
if (!SDL_Init(SDL_INIT_VIDEO)) {
std::cout << "¡SDL no se pudo inicializar! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
} else {
// Crear ventana principal
window_ = SDL_CreateWindow(WINDOW_CAPTION, SCREEN_WIDTH * WINDOW_ZOOM, SCREEN_HEIGHT * WINDOW_ZOOM, SDL_WINDOW_OPENGL);
if (window_ == nullptr) {
std::cout << "¡No se pudo crear la ventana! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
} else {
// Crear renderizador
renderer_ = SDL_CreateRenderer(window_, nullptr);
if (renderer_ == nullptr) {
std::cout << "¡No se pudo crear el renderizador! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
} else {
// Establecer color inicial del renderizador
SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xFF, 0xFF);
// Establecer tamaño lógico para el renderizado
SDL_SetRenderLogicalPresentation(renderer_, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
// Configurar V-Sync inicial
SDL_SetRenderVSync(renderer_, vsync_enabled_ ? 1 : 0);
}
}
if (!window_manager_->initialize(WINDOW_CAPTION, SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_ZOOM)) {
std::cout << "¡No se pudo inicializar el WindowManager!" << std::endl;
return false;
}
// Inicializar otros componentes si SDL se inicializó correctamente
if (success) {
// Construir ruta absoluta a la imagen
std::string exe_dir = getExecutableDirectory();
std::string texture_path = exe_dir + "/data/ball.png";
texture_ = std::make_shared<Texture>(renderer_, texture_path);
srand(static_cast<unsigned>(time(nullptr)));
dbg_init(renderer_);
initializeThemes();
initBalls(scenario_);
// Configurar efectos CRT iniciales
crt_params_.scanline_intensity = 0.5f;
crt_params_.curvature_x = 0.1f;
crt_params_.curvature_y = 0.1f;
crt_params_.bloom_factor = 1.2f;
crt_params_.mask_brightness = 0.8f;
crt_params_.enable_scanlines = true;
crt_params_.enable_curvature = true;
crt_params_.enable_bloom = true;
// Aplicar parámetros CRT al renderer
auto* renderer = window_manager_->getRenderer();
if (renderer) {
renderer->setCRTParams(crt_params_);
renderer->enableCRT(crt_effects_enabled_);
renderer->setVSync(vsync_enabled_);
}
return success;
// Inicializar otros componentes
srand(static_cast<unsigned>(time(nullptr)));
// TODO: Cargar datos de textura para sprites
// En una implementación completa, cargaríamos la textura aquí
texture_data_ = nullptr;
initializeThemes();
initBalls(scenario_);
std::cout << "Engine inicializado con backend: " << getBackendInfo() << std::endl;
return true;
}
void Engine::run() {
@@ -93,16 +86,14 @@ void Engine::run() {
}
void Engine::shutdown() {
// Limpiar recursos SDL
if (renderer_) {
SDL_DestroyRenderer(renderer_);
renderer_ = nullptr;
// El WindowManager se encarga de toda la limpieza
if (window_manager_) {
window_manager_->shutdown();
window_manager_.reset();
}
if (window_) {
SDL_DestroyWindow(window_);
window_ = nullptr;
}
SDL_Quit();
// Limpiar datos de textura si los hay
texture_data_ = nullptr;
}
// Métodos privados - esqueleto básico por ahora
@@ -304,22 +295,28 @@ void Engine::render() {
// Renderizar fondo degradado en lugar de color sólido
renderGradientBackground();
// Limpiar batches del frame anterior
batch_vertices_.clear();
batch_indices_.clear();
// Usar el nuevo sistema de renderizado
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (!renderer) return;
// Comenzar frame de renderizado
renderer->beginFrame();
// Limpiar batch del frame anterior
clearSpriteBatch();
// Recopilar datos de todas las bolas para batch rendering
for (auto &ball : balls_) {
// En lugar de ball->render(), obtener datos para batch
SDL_FRect pos = ball->getPosition();
Color color = ball->getColor();
addSpriteToBatch(pos.x, pos.y, pos.w, pos.h, color.r, color.g, color.b);
}
// Renderizar todas las bolas en una sola llamada
if (!batch_vertices_.empty()) {
SDL_RenderGeometry(renderer_, texture_->getSDLTexture(), batch_vertices_.data(), static_cast<int>(batch_vertices_.size()), batch_indices_.data(), static_cast<int>(batch_indices_.size()));
}
// Renderizar batch completo
renderSpriteBatch();
// Finalizar frame
renderer->endFrame();
if (show_text_) {
// Colores acordes a cada tema (para texto del número de pelotas y nombre del tema)
@@ -387,7 +384,10 @@ void Engine::render() {
dbg_print(8, 64, theme_text.c_str(), 255, 255, 128); // Amarillo claro para tema
}
SDL_RenderPresent(renderer_);
// Presentar frame final
if (renderer) {
renderer->present();
}
}
void Engine::initBalls(int value) {
@@ -412,7 +412,7 @@ void Engine::initBalls(int value) {
const Color COLOR = theme.ball_colors[color_index];
// Generar factor de masa aleatorio (0.7 = ligera, 1.3 = pesada)
float mass_factor = GRAVITY_MASS_MIN + (rand() % 1000) / 1000.0f * (GRAVITY_MASS_MAX - GRAVITY_MASS_MIN);
balls_.emplace_back(std::make_unique<Ball>(X, VX, VY, COLOR, texture_, current_screen_width_, current_screen_height_, current_gravity_, mass_factor));
balls_.emplace_back(std::make_unique<Ball>(X, VX, VY, COLOR, nullptr, current_screen_width_, current_screen_height_, current_gravity_, mass_factor));
}
setText(); // Actualiza el texto
}
@@ -476,25 +476,30 @@ void Engine::toggleVSync() {
vsync_enabled_ = !vsync_enabled_;
vsync_text_ = vsync_enabled_ ? "VSYNC ON" : "VSYNC OFF";
// Aplicar el cambio de V-Sync al renderizador
SDL_SetRenderVSync(renderer_, vsync_enabled_ ? 1 : 0);
// Aplicar el cambio de V-Sync al backend activo
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (renderer) {
renderer->setVSync(vsync_enabled_);
}
}
void Engine::toggleFullscreen() {
// Si está en modo real fullscreen, primero salir de él
if (real_fullscreen_enabled_) {
toggleRealFullscreen(); // Esto lo desactiva
}
if (window_manager_) {
// Si está en modo real fullscreen, primero salir de él
if (real_fullscreen_enabled_) {
toggleRealFullscreen(); // Esto lo desactiva
}
fullscreen_enabled_ = !fullscreen_enabled_;
SDL_SetWindowFullscreen(window_, fullscreen_enabled_);
fullscreen_enabled_ = !fullscreen_enabled_;
window_manager_->setFullscreen(fullscreen_enabled_);
}
}
void Engine::toggleRealFullscreen() {
// Si está en modo fullscreen normal, primero desactivarlo
if (fullscreen_enabled_) {
fullscreen_enabled_ = false;
SDL_SetWindowFullscreen(window_, false);
// SDL_SetWindowFullscreen(window_, false); // TODO: Migrar a WindowManager
}
real_fullscreen_enabled_ = !real_fullscreen_enabled_;
@@ -511,11 +516,11 @@ void Engine::toggleRealFullscreen() {
current_screen_height_ = dm->h;
// Recrear ventana con nueva resolución
SDL_SetWindowSize(window_, current_screen_width_, current_screen_height_);
SDL_SetWindowFullscreen(window_, true);
// SDL_SetWindowSize(window_, current_screen_width_, current_screen_height_); // TODO: Migrar a WindowManager
// SDL_SetWindowFullscreen(window_, true); // TODO: Migrar a WindowManager
// Actualizar presentación lógica del renderizador
SDL_SetRenderLogicalPresentation(renderer_, current_screen_width_, current_screen_height_, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
// SDL_SetRenderLogicalPresentation(renderer_, current_screen_width_, current_screen_height_, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE); // TODO: Migrar a WindowManager
// Reinicar la escena con nueva resolución
initBalls(scenario_);
@@ -528,11 +533,11 @@ void Engine::toggleRealFullscreen() {
current_screen_height_ = SCREEN_HEIGHT;
// Restaurar ventana normal
SDL_SetWindowFullscreen(window_, false);
SDL_SetWindowSize(window_, SCREEN_WIDTH * WINDOW_ZOOM, SCREEN_HEIGHT * WINDOW_ZOOM);
// SDL_SetWindowFullscreen(window_, false); // TODO: Migrar a WindowManager
// SDL_SetWindowSize(window_, SCREEN_WIDTH * WINDOW_ZOOM, SCREEN_HEIGHT * WINDOW_ZOOM); // TODO: Migrar a WindowManager
// Restaurar presentación lógica original
SDL_SetRenderLogicalPresentation(renderer_, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
// SDL_SetRenderLogicalPresentation(renderer_, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE); // TODO: Migrar a WindowManager
// Reinicar la escena con resolución original
initBalls(scenario_);
@@ -587,56 +592,22 @@ void Engine::renderGradientBackground() {
// Índices para 2 triángulos
int bg_indices[6] = {0, 1, 2, 2, 3, 0};
// Renderizar sin textura (nullptr)
SDL_RenderGeometry(renderer_, nullptr, bg_vertices, 4, bg_indices, 6);
}
// TODO: Migrar renderizado de fondo degradado al nuevo sistema
// SDL_RenderGeometry(renderer_, nullptr, bg_vertices, 4, bg_indices, 6);
void Engine::addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b) {
int vertex_index = static_cast<int>(batch_vertices_.size());
// Crear 4 vértices para el quad (2 triángulos)
SDL_Vertex vertices[4];
// Convertir colores de int (0-255) a float (0.0-1.0)
float rf = r / 255.0f;
float gf = g / 255.0f;
float bf = b / 255.0f;
// Vértice superior izquierdo
vertices[0].position = {x, y};
vertices[0].tex_coord = {0.0f, 0.0f};
vertices[0].color = {rf, gf, bf, 1.0f};
// Vértice superior derecho
vertices[1].position = {x + w, y};
vertices[1].tex_coord = {1.0f, 0.0f};
vertices[1].color = {rf, gf, bf, 1.0f};
// Vértice inferior derecho
vertices[2].position = {x + w, y + h};
vertices[2].tex_coord = {1.0f, 1.0f};
vertices[2].color = {rf, gf, bf, 1.0f};
// Vértice inferior izquierdo
vertices[3].position = {x, y + h};
vertices[3].tex_coord = {0.0f, 1.0f};
vertices[3].color = {rf, gf, bf, 1.0f};
// Añadir vértices al batch
for (int i = 0; i < 4; i++) {
batch_vertices_.push_back(vertices[i]);
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (renderer) {
renderer->renderGradientBackground(
theme.bg_top_r, theme.bg_top_g, theme.bg_top_b,
theme.bg_bottom_r, theme.bg_bottom_g, theme.bg_bottom_b
);
}
// Añadir índices para 2 triángulos
batch_indices_.push_back(vertex_index + 0);
batch_indices_.push_back(vertex_index + 1);
batch_indices_.push_back(vertex_index + 2);
batch_indices_.push_back(vertex_index + 2);
batch_indices_.push_back(vertex_index + 3);
batch_indices_.push_back(vertex_index + 0);
}
// Sistema de zoom dinámico
// Método addSpriteToBatch antiguo eliminado - ahora se usa el del nuevo sistema
// Métodos de zoom obsoletos - migrados a WindowManager
/*
int Engine::calculateMaxWindowZoom() const {
// Obtener información del display usando el método de Coffee Crisis
int num_displays = 0;
@@ -711,6 +682,7 @@ void Engine::zoomIn() {
void Engine::zoomOut() {
setWindowZoom(current_window_zoom_ - 1);
}
*/
void Engine::initializeThemes() {
// SUNSET: Naranjas, rojos, amarillos, rosas (8 colores)
@@ -816,4 +788,99 @@ void Engine::performRandomRestart() {
// Resetear temporizador
all_balls_were_stopped_ = false;
all_balls_stopped_start_time_ = 0;
}
// Métodos del nuevo sistema de renderizado
void Engine::zoomIn() {
if (window_manager_) {
window_manager_->zoomIn();
}
}
void Engine::zoomOut() {
if (window_manager_) {
window_manager_->zoomOut();
}
}
void Engine::toggleCRTEffects() {
crt_effects_enabled_ = !crt_effects_enabled_;
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (renderer) {
renderer->enableCRT(crt_effects_enabled_);
}
std::cout << "Efectos CRT: " << (crt_effects_enabled_ ? "ON" : "OFF") << std::endl;
}
void Engine::adjustScanlineIntensity(float delta) {
crt_params_.scanline_intensity = std::max(0.0f, std::min(1.0f, crt_params_.scanline_intensity + delta));
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (renderer) {
renderer->setCRTParams(crt_params_);
}
std::cout << "Intensidad scanlines: " << crt_params_.scanline_intensity << std::endl;
}
void Engine::adjustCurvature(float delta) {
crt_params_.curvature_x = std::max(0.0f, std::min(0.5f, crt_params_.curvature_x + delta));
crt_params_.curvature_y = crt_params_.curvature_x; // Mantener proporción
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (renderer) {
renderer->setCRTParams(crt_params_);
}
std::cout << "Curvatura CRT: " << crt_params_.curvature_x << std::endl;
}
void Engine::adjustBloom(float delta) {
crt_params_.bloom_factor = std::max(1.0f, std::min(3.0f, crt_params_.bloom_factor + delta));
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (renderer) {
renderer->setCRTParams(crt_params_);
}
std::cout << "Factor bloom: " << crt_params_.bloom_factor << std::endl;
}
void Engine::switchRenderingBackend() {
// En una implementación completa, esto cambiaría entre backends disponibles
std::cout << "Cambio de backend no implementado aún" << std::endl;
}
std::string Engine::getBackendInfo() const {
if (window_manager_ && window_manager_->getRenderer()) {
return std::string(window_manager_->getBackendName());
}
return "None";
}
void Engine::clearSpriteBatch() {
sprite_batch_.clear();
}
void Engine::renderSpriteBatch() {
auto* renderer = window_manager_ ? window_manager_->getRenderer() : nullptr;
if (renderer && !sprite_batch_.empty()) {
renderer->renderSpriteBatch(sprite_batch_, texture_data_);
}
}
void Engine::addSpriteToBatch(float x, float y, float w, float h, int r, int g, int b) {
vibe4::SpriteData sprite;
sprite.x = x;
sprite.y = y;
sprite.w = w;
sprite.h = h;
sprite.r = static_cast<float>(r);
sprite.g = static_cast<float>(g);
sprite.b = static_cast<float>(b);
sprite_batch_.push_back(sprite);
}