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aee/source/core/rendering/screen.cpp

258 lines
8.2 KiB
C++

#include "core/rendering/screen.hpp"
#include <iostream>
#include "core/rendering/overlay.hpp"
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
#include "game/defines.hpp"
#include "game/options.hpp"
Screen* Screen::instance_ = nullptr;
void Screen::init() {
instance_ = new Screen();
}
void Screen::destroy() {
delete instance_;
instance_ = nullptr;
}
auto Screen::get() -> Screen* {
return instance_;
}
Screen::Screen() {
// Carrega opcions guardades
zoom_ = Options::window.zoom;
fullscreen_ = Options::window.fullscreen;
calculateMaxZoom();
if (zoom_ < 1) zoom_ = 1;
if (zoom_ > max_zoom_) zoom_ = max_zoom_;
int w = GAME_WIDTH * zoom_;
int h = Options::video.aspect_ratio_4_3 ? static_cast<int>(GAME_HEIGHT * 1.2F) * zoom_ : GAME_HEIGHT * zoom_;
window_ = SDL_CreateWindow(Texts::WINDOW_TITLE, w, h, fullscreen_ ? SDL_WINDOW_FULLSCREEN : 0);
renderer_ = SDL_CreateRenderer(window_, nullptr);
SDL_SetRenderLogicalPresentation(renderer_, GAME_WIDTH, GAME_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, GAME_WIDTH, GAME_HEIGHT);
SDL_SetTextureScaleMode(texture_, SDL_SCALEMODE_NEAREST);
// Inicialitza backend GPU si l'acceleració està activada
initShaders();
std::cout << "Screen initialized: " << w << "x" << h << " (zoom " << zoom_ << ", max " << max_zoom_ << ")\n";
}
Screen::~Screen() {
// Guarda opcions abans de destruir
Options::window.zoom = zoom_;
Options::window.fullscreen = fullscreen_;
// Destrueix el backend GPU
if (shader_backend_) {
auto* gpu = dynamic_cast<Rendering::SDL3GPUShader*>(shader_backend_.get());
if (gpu) gpu->destroy();
shader_backend_.reset();
}
if (texture_) SDL_DestroyTexture(texture_);
if (renderer_) SDL_DestroyRenderer(renderer_);
if (window_) SDL_DestroyWindow(window_);
}
void Screen::initShaders() {
if (!Options::video.gpu_acceleration) return;
shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
const std::string FALLBACK_DRIVER = "none";
shader_backend_->setPreferredDriver(
Options::video.gpu_acceleration ? "" : FALLBACK_DRIVER);
// init() rep la finestra i la textura (la textura s'usa com a referència, el GPU fa uploadPixels)
if (!shader_backend_->init(window_, texture_, "", "")) {
std::cerr << "GPU shader backend initialization failed, using SDL_Renderer fallback\n";
shader_backend_.reset();
return;
}
auto* gpu = dynamic_cast<Rendering::SDL3GPUShader*>(shader_backend_.get());
if (gpu) {
std::cout << "GPU driver: " << gpu->getDriverName() << '\n';
}
// Aplica opcions de vídeo
shader_backend_->setScaleMode(Options::video.integer_scale);
shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
shader_backend_->setStretch4_3(Options::video.aspect_ratio_4_3);
shader_backend_->setLinearUpscale(Options::video.linear_upscale);
shader_backend_->setDownscaleAlgo(Options::video.downscale_algo);
if (Options::video.supersampling) {
shader_backend_->setOversample(3);
}
// Aplica presets per defecte (de moment hardcoded, futur: YAML)
applyCurrentPostFXPreset();
applyCurrentCrtPiPreset();
}
void Screen::present(Uint32* pixel_data) {
Overlay::render(pixel_data);
if (shader_backend_ && shader_backend_->isHardwareAccelerated() && Options::video.shader_enabled) {
// Path GPU: puja els píxels i renderitza amb shaders
shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
shader_backend_->render();
} else if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
// GPU activa però shaders desactivats: renderitza net (sense efectes)
Rendering::PostFXParams clean{};
shader_backend_->setPostFXParams(clean);
shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
shader_backend_->render();
} else {
// Fallback SDL_Renderer
SDL_UpdateTexture(texture_, nullptr, pixel_data, GAME_WIDTH * sizeof(Uint32));
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, texture_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}
}
void Screen::toggleFullscreen() {
fullscreen_ = !fullscreen_;
SDL_SetWindowFullscreen(window_, fullscreen_);
if (!fullscreen_) {
adjustWindowSize();
}
}
void Screen::incZoom() {
if (fullscreen_ || zoom_ >= max_zoom_) return;
zoom_++;
adjustWindowSize();
}
void Screen::decZoom() {
if (fullscreen_ || zoom_ <= 1) return;
zoom_--;
adjustWindowSize();
}
void Screen::setZoom(int zoom) {
if (zoom < 1 || zoom > max_zoom_ || fullscreen_) return;
zoom_ = zoom;
adjustWindowSize();
}
void Screen::toggleShaders() {
Options::video.shader_enabled = !Options::video.shader_enabled;
if (Options::video.shader_enabled) {
applyCurrentPostFXPreset();
}
}
void Screen::toggleSupersampling() {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
Options::video.supersampling = !Options::video.supersampling;
shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
}
void Screen::toggleAspectRatio() {
Options::video.aspect_ratio_4_3 = !Options::video.aspect_ratio_4_3;
if (shader_backend_) {
shader_backend_->setStretch4_3(Options::video.aspect_ratio_4_3);
}
if (!fullscreen_) {
adjustWindowSize();
}
}
void Screen::toggleIntegerScale() {
Options::video.integer_scale = !Options::video.integer_scale;
if (shader_backend_) {
shader_backend_->setScaleMode(Options::video.integer_scale);
}
}
void Screen::toggleStretchFilter() {
Options::video.stretch_filter_linear = !Options::video.stretch_filter_linear;
if (shader_backend_) {
shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
}
}
void Screen::nextShaderPreset() {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
// Cicla entre PostFX i CrtPi
if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
applyCurrentCrtPiPreset();
} else {
shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
applyCurrentPostFXPreset();
}
}
void Screen::setActiveShader(Rendering::ShaderType type) {
if (shader_backend_) {
shader_backend_->setActiveShader(type);
}
}
void Screen::applyCurrentPostFXPreset() {
if (!shader_backend_) return;
// Preset per defecte "CRT" — futur: carregar des de YAML
Rendering::PostFXParams p;
p.vignette = 0.4F;
p.scanlines = 0.5F;
p.chroma = 0.1F;
p.mask = 0.0F;
p.gamma = 0.0F;
p.curvature = 0.0F;
p.bleeding = 0.0F;
p.flicker = 0.0F;
shader_backend_->setPostFXParams(p);
}
void Screen::applyCurrentCrtPiPreset() {
if (!shader_backend_) return;
// Preset per defecte — futur: carregar des de YAML
Rendering::CrtPiParams p;
shader_backend_->setCrtPiParams(p);
}
auto Screen::isHardwareAccelerated() const -> bool {
return shader_backend_ && shader_backend_->isHardwareAccelerated();
}
auto Screen::getActiveShaderName() const -> const char* {
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return "SENSE GPU";
return shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX ? "POSTFX" : "CRT-PI";
}
void Screen::adjustWindowSize() {
int w = GAME_WIDTH * zoom_;
// Si 4:3 actiu, l'alçada visual és 240 per zoom (200 * 1.2)
int h = Options::video.aspect_ratio_4_3 ? static_cast<int>(GAME_HEIGHT * 1.2F) * zoom_ : GAME_HEIGHT * zoom_;
SDL_SetWindowSize(window_, w, h);
SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
void Screen::calculateMaxZoom() {
SDL_DisplayID display = SDL_GetPrimaryDisplay();
const SDL_DisplayMode* mode = SDL_GetCurrentDisplayMode(display);
if (mode) {
int max_w = mode->w / GAME_WIDTH;
int max_h = mode->h / GAME_HEIGHT;
max_zoom_ = (max_w < max_h) ? max_w : max_h;
if (max_zoom_ < 1) max_zoom_ = 1;
}
}