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