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Author SHA1 Message Date
JailDesigner f3371c33b0 changelog: entrada 2026-05-17 2026-05-17 13:23:43 +02:00
JailDesigner 441a2122bc bump version a 2026.05.17 2026-05-17 13:22:33 +02:00
JailDesigner 502127283b ajusta posició inicial de la bala cap amunt (-1px x, -2px y) i pinta-la sobre el jugador 2026-05-17 13:20:42 +02:00
JailDesigner 0fb9be931f defaults: zoom de finestra a 3 (era 2) 2026-05-17 13:11:13 +02:00
JailDesigner 1d46c4f3bd vsync: separa preferència persistent de l'estat aplicat al hardware 2026-05-17 13:09:28 +02:00
JailDesigner dbef9c558d guarda anti-crash al lector de la demo + fade trigger >= 2026-05-17 12:47:25 +02:00
JailDesigner 64586f4a86 merge: migració PostFX i chroma min/max 2026-05-17 12:32:33 +02:00
JailDesigner ab20e98663 ajusta defaults preset CRT Live (chroma_max + curvature) 2026-05-17 12:30:21 +02:00
JailDesigner ae6e72e0d9 chroma min/max amb mostreig bilinear subpíxel 2026-05-17 12:24:14 +02:00
JailDesigner bd5683d498 migra postfx a aee_arcade i elimina supersampling/downsampling 2026-05-17 11:05:06 +02:00
JailDesigner 11eec8f222 reinici real (execv) des del service menu
El Reiniciar fins ara recarregava recursos però no rellegia el preset
ni recreava la finestra (idioma/dificultat/preset es quedaven pendents
fins al pròxim arrencada manual). Ara Director rep argv al constructor
i, quan Section::name passa a RESET, fa execv del propi binari
(_execv a Windows). El procés es reemplaça → init complet amb tots
els canvis aplicats.

Refactor: extret shutdownSubsystems() de close() i compartit amb
relaunch(). Si execv falla els subsistemes ja s'han destruït, no
podem tornar al bucle: exit amb error.

A Emscripten s'amaga l'opció Reiniciar al service menu (execv no
existeix; el cheat code per teclat encara cau al reset clàssic com
fallback).
2026-05-17 10:12:22 +02:00
JailDesigner 2c1673d2dd arregla presets red i classic
red.txt: vel/grav dels globus passats al sistema deltaTime
(165/320, 222/360, 282/360, 327/360 pixels/s i pixels/s²) i
title_duration de 800 frames a 14 segons; eliminats item_size,
hit_stop i hit_stop_ms (paràmetres ja no parsejats que generaven
warnings a l'arrencada).

classic.txt: scoreboard.rect.y de 216 a 200 per encaixar amb
game.height=240 (el marcador sortia 16px fora de pantalla);
eliminat el duplicat de resource.color.
2026-05-17 09:46:03 +02:00
JailDesigner e58b7d36fb opció de preset al service menu (params_file → params_preset)
Defaults::Settings::PARAMS_FILE passa a PARAMS_PRESET (id intern:
classic/arcade/red); director concatena .txt al carregar. Nou
ListOption "GAME_PRESET" al service menu amb les tres opcions
localitzades (cal reinici per aplicar). Validació al parser del YAML:
si el preset desat no existeix, cau al default.
2026-05-17 09:43:30 +02:00
JailDesigner 0d14e10de5 config/ dins del pack: assets, params, stages, pools, formations 2026-05-17 08:38:46 +02:00
JailDesigner a39cd45bf1 neteja tidy: ranges::fill, default member init, NOLINT _USE_MATH_DEFINES 2026-05-17 08:05:30 +02:00
JailDesigner ab858aacb8 Merge branch 'tidy-cleanup' 2026-05-16 23:49:40 +02:00
64 changed files with 10524 additions and 15538 deletions
+16
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@@ -4,6 +4,22 @@ Historial de canvis i novetats de Coffee Crisis Arcade Edition.
---
## 2026-05-17
- **Migració del shader PostFX a la versió d'aee_arcade**: filtratge analític de scanlines amb `smoothstep` (paràmetres `scan_dark_ratio`, `scan_dark_floor`, `scan_edge_soft` exposats per preset). Eliminat tot el pipeline de supersampling 3× + Lanczos downscale (shaders, render targets, opcions de menu, claus de YAML, keybinding F0, llengües). 1 sol render pass vs 3 anteriors.
- **Chroma `min`/`max` amb mostreig bilinear subpíxel**: substitueix l'antic `chroma_strength`. Amb min==max queda estàtic; amb min!=max pulsa sinusoidalment entre els dos valors. Adéu al *tic-tac* del NEAREST amb offsets fraccionals.
- **MSL extret a headers separats** sota `source/core/rendering/sdl3gpu/msl/` (postfx_vert, postfx_frag, crtpi_frag).
- **Service Menu: VSync ara funciona de veritat**. `Screen::applySettings()` propaga al backend GPU (abans només tocava `SDL_SetRenderVSync` i amb backend GPU el present real el fa el swapchain — el canvi era invisible). Separat el setter aplicat al hardware del setter de preferència persistent: `Resource::beginLoad` ja no clobera `Options::video.vsync` durant el preload, així la preferència de l'usuari es preserva entre llançaments.
- **Demo player anti-crash**: guarda amb modul al lector (`demo_.data.at(index).at(demo_.index % size)`) i trigger del fade `>=` (era `==`, fragil a frame skips per canvis de preset des del service menu) — evita `vector::_M_range_check` quan el frame de trigger 1800 saltava i `demo_.index` arribava a 2000.
- **Reinici real des del service menu** via `execv`.
- **Opció de preset de paràmetres al service menu** (`params_file``params_preset`: classic / arcade / red). Presets `red` i `classic` arreglats.
- **Pack inclou ara la carpeta `config/`** (assets, params, stages, pools, formations).
- **Bullet "fire up" reposicionada** (-1 px x, -2 px y) i pintada sobre el jugador en lloc de sota.
- **Defaults**: zoom de finestra a 3 (era 2).
- Neteja de codi: passades exhaustives de clang-tidy i cppcheck (de 105 warnings a 0).
---
## 2026-04-03
- **Nova intro cinematogràfica**: les tarjetes s'llancen des dels costats de la pantalla amb zoom, rotació i rebot, simulant tirar cartes sobre una mesa. Les anteriors ixen despedides girant quan arriba la següent. Sombra amb efecte de perspectiva 2D→3D.
-4
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@@ -164,15 +164,11 @@ if(NOT APPLE AND NOT EMSCRIPTEN)
set(ALL_SHADER_HEADERS
"${HEADERS_DIR}/postfx_vert_spv.h"
"${HEADERS_DIR}/postfx_frag_spv.h"
"${HEADERS_DIR}/upscale_frag_spv.h"
"${HEADERS_DIR}/downscale_frag_spv.h"
"${HEADERS_DIR}/crtpi_frag_spv.h"
)
set(ALL_SHADER_SOURCES
"${SHADERS_DIR}/postfx.vert"
"${SHADERS_DIR}/postfx.frag"
"${SHADERS_DIR}/upscale.frag"
"${SHADERS_DIR}/downscale.frag"
"${SHADERS_DIR}/crtpi_frag.glsl"
)
+1 -3
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@@ -20,7 +20,7 @@ RESOURCE_FILE := release/windows/coffee.res
# ==============================================================================
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
SHADERS_DIR := $(DIR_ROOT)data/shaders
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu/spv
ifeq ($(OS),Windows_NT)
GLSLC := $(shell where glslc 2>NUL)
else
@@ -254,7 +254,6 @@ _macos-release:
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Copia carpetas y ficheros
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp build/resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@@ -358,7 +357,6 @@ _linux-release:
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R config "$(RELEASE_FOLDER)"
cp build/resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
File diff suppressed because it is too large Load Diff
+9 -8
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@@ -10,14 +10,15 @@ DATA|${SYSTEM_FOLDER}/postfx.yaml|optional,absolute
DATA|${SYSTEM_FOLDER}/crtpi.yaml|optional,absolute
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
# Archivos de configuración del juego
DATA|${PREFIX}/config/formations.txt
DATA|${PREFIX}/config/gamecontrollerdb.txt
DATA|${PREFIX}/config/param_320x240.txt
DATA|${PREFIX}/config/param_320x256.txt
DATA|${PREFIX}/config/param_red.txt
DATA|${PREFIX}/config/pools.txt
DATA|${PREFIX}/config/stages.txt
# Dades de gameplay (viatgen dins el pack)
DATA|/data/config/gameplay/formations.txt
DATA|/data/config/gameplay/pools.txt
DATA|/data/config/gameplay/stages.txt
# Presets de paràmetres (viatgen dins el pack)
DATA|/data/config/presets/classic.txt
DATA|/data/config/presets/arcade.txt
DATA|/data/config/presets/red.txt
# Archivos con los datos de la demo
DEMODATA|/data/demo/demo1.bin
@@ -22,7 +22,7 @@ fade.venetian_size 12 # Tamaño de las bandas para el efecto v
# --- SCOREBOARD ---
scoreboard.rect.x 0 # Posición X del marcador
scoreboard.rect.y 216 # Posición Y del marcador
scoreboard.rect.y 200 # Posición Y del marcador
scoreboard.rect.w 320 # Ancho del marcador
scoreboard.rect.h 40 # Alto del marcador
scoreboard.separator_autocolor true # ¿El separador usa color automático?
@@ -99,8 +99,7 @@ intro.text_distance_from_bottom 48 # Posicion del texto
debug.color 00FFFF # Color para elementos de depuración
# --- RESOURCE ---
resource.color FFFFFF # Color de recurso 1
resource.color FFFFFF # Color de recurso 2
resource.color FFFFFF # Color de recursos
# --- TABE ---
tabe.min_spawn_time 2.0f # Tiempo mínimo en minutos para que aparezca el Tabe
@@ -2,7 +2,6 @@
# Formato: PARAMETRO VALOR
# --- GAME ---
game.item_size 20 # Tamaño de los items del juego (en píxeles)
game.item_text_outline_color FFB8B8F0 # Color del outline del texto de los items (RGBA hex) - Rojo claro
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
@@ -12,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
game.play_area.rect.h 216 # Alto de la zona jugable
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
# --- FADE ---
fade.color 5C1F1F # Color hexadecimal para el efecto de fundido - Rojo oscuro
@@ -39,24 +36,24 @@ scoreboard.text_color2 FFE6E6 # Color secundario del texto del marca
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
# --- TITLE ---
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 800 # Duración de la pantalla de título (frames)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 8B4A3A # Color de fondo en la sección titulo - Marrón rojizo
title.press_start_position 180 # Posición Y del texto "Press Start"
title.title_duration 14 # Duración de la pantalla de título (segundos)
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
title.title_c_c_position 80 # Posición Y del título principal
title.bg_color 8B4A3A # Color de fondo en la sección titulo - Marrón rojizo
# --- BACKGROUND ---
background.attenuate_color FF4A3A40 # Color de atenuación del fondo (RGBA hexadecimal) - Blanco rosado
# --- BALLOONS ---
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
balloon.color[0] orange # Color de creación del globo normal
balloon.color[1] red # Color del globo normal
+4 -1
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@@ -83,7 +83,6 @@
"[SERVICE_MENU] SHADER": "Shader",
"[SERVICE_MENU] SHADER_DISABLED": "Desactivat",
"[SERVICE_MENU] SHADER_PRESET": "Preset",
"[SERVICE_MENU] SUPERSAMPLING": "Supermostreig",
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
"[SERVICE_MENU] FILTER": "Filtre",
@@ -105,6 +104,10 @@
"[SERVICE_MENU] EASY": "Facil",
"[SERVICE_MENU] NORMAL": "Normal",
"[SERVICE_MENU] HARD": "Dificil",
"[SERVICE_MENU] GAME_PRESET": "Perfil",
"[SERVICE_MENU] PRESET_CLASSIC": "Classic",
"[SERVICE_MENU] PRESET_ARCADE": "Arcade",
"[SERVICE_MENU] PRESET_RED": "Roig",
"[SERVICE_MENU] NEED_RESTART_MESSAGE": "Reiniciar per aplicar canvis",
"[SERVICE_MENU] ENABLE_SHUTDOWN": "Permetre apagar el sistema",
"[SERVICE_MENU] CONTROLS": "Controls",
+4 -1
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@@ -82,7 +82,6 @@
"[SERVICE_MENU] SHADER": "Shader",
"[SERVICE_MENU] SHADER_DISABLED": "Disabled",
"[SERVICE_MENU] SHADER_PRESET": "Preset",
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] VSYNC": "V-Sync",
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
"[SERVICE_MENU] FILTER": "Filter",
@@ -104,6 +103,10 @@
"[SERVICE_MENU] EASY": "Easy",
"[SERVICE_MENU] NORMAL": "Normal",
"[SERVICE_MENU] HARD": "Hard",
"[SERVICE_MENU] GAME_PRESET": "Preset",
"[SERVICE_MENU] PRESET_CLASSIC": "Classic",
"[SERVICE_MENU] PRESET_ARCADE": "Arcade",
"[SERVICE_MENU] PRESET_RED": "Red",
"[SERVICE_MENU] NEED_RESTART_MESSAGE": "Restart to apply changes",
"[SERVICE_MENU] ENABLE_SHUTDOWN": "Allow system shutdown",
"[SERVICE_MENU] CONTROLS": "Controls",
+4 -1
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@@ -82,7 +82,6 @@
"[SERVICE_MENU] SHADER": "Shader",
"[SERVICE_MENU] SHADER_DISABLED": "Desactivado",
"[SERVICE_MENU] SHADER_PRESET": "Preset",
"[SERVICE_MENU] SUPERSAMPLING": "Supersampling",
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
"[SERVICE_MENU] FILTER": "Filtro",
@@ -104,6 +103,10 @@
"[SERVICE_MENU] EASY": "Facil",
"[SERVICE_MENU] NORMAL": "Normal",
"[SERVICE_MENU] HARD": "Dificil",
"[SERVICE_MENU] GAME_PRESET": "Perfil",
"[SERVICE_MENU] PRESET_CLASSIC": "Clasico",
"[SERVICE_MENU] PRESET_ARCADE": "Arcade",
"[SERVICE_MENU] PRESET_RED": "Rojo",
"[SERVICE_MENU] NEED_RESTART_MESSAGE": "Reiniciar para aplicar cambios",
"[SERVICE_MENU] ENABLE_SHUTDOWN": "Permitir apagar el sistema",
"[SERVICE_MENU] CONTROLS": "Controles",
-48
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@@ -1,48 +0,0 @@
#version 450
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D source;
layout(set = 3, binding = 0) uniform DownscaleUniforms {
int algorithm; // 0 = Lanczos2 (ventana 2, ±2 taps), 1 = Lanczos3 (ventana 3, ±3 taps)
float pad0;
float pad1;
float pad2;
} u;
// Kernel Lanczos normalizado: sinc(t) * sinc(t/a) para |t| < a, 0 fuera.
float lanczos(float t, float a) {
t = abs(t);
if (t < 0.0001) { return 1.0; }
if (t >= a) { return 0.0; }
const float PI = 3.14159265358979;
float pt = PI * t;
return (a * sin(pt) * sin(pt / a)) / (pt * pt);
}
void main() {
vec2 src_size = vec2(textureSize(source, 0));
// Posición en coordenadas de texel (centros de texel en N+0.5)
vec2 p = v_uv * src_size;
vec2 p_floor = floor(p);
float a = (u.algorithm == 0) ? 2.0 : 3.0;
int win = int(a);
vec4 color = vec4(0.0);
float weight_sum = 0.0;
for (int j = -win; j <= win; j++) {
for (int i = -win; i <= win; i++) {
// Centro del texel (i,j) relativo a p_floor
vec2 tap_center = p_floor + vec2(float(i), float(j)) + 0.5;
vec2 offset = tap_center - p;
float w = lanczos(offset.x, a) * lanczos(offset.y, a);
color += texture(source, tap_center / src_size) * w;
weight_sum += w;
}
}
out_color = (weight_sum > 0.0) ? (color / weight_sum) : vec4(0.0, 0.0, 0.0, 1.0);
}
+47 -18
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@@ -6,7 +6,9 @@
// xxd -i postfx.frag.spv > ../../source/core/rendering/sdl3gpu/postfx_frag_spv.h
//
// PostFXUniforms must match exactly the C++ struct in sdl3gpu_shader.hpp
// (8 floats, 32 bytes, std140/scalar layout).
// (16 floats = 4 × vec4 = 64 bytes, std140/scalar layout).
// IMPORTANT: Qualsevol canvi ací cal replicar-lo a mà a
// source/core/rendering/sdl3gpu/msl/postfx_frag.msl.h (no hi ha generador).
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
@@ -15,7 +17,7 @@ layout(set = 2, binding = 0) uniform sampler2D scene;
layout(set = 3, binding = 0) uniform PostFXUniforms {
float vignette_strength;
float chroma_strength;
float chroma_min; // intensitat mínima de l'aberració cromàtica
float scanline_strength;
float screen_height;
float mask_strength;
@@ -24,10 +26,28 @@ layout(set = 3, binding = 0) uniform PostFXUniforms {
float bleeding;
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — 48 bytes total (3 × 16)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz
float chroma_max; // intensitat màxima; si == chroma_min → chroma estàtic
// vec4 #3 — paràmetres de scanlines (exposats per preset YAML)
float scan_dark_ratio; // fracció de subfila fosca per fila lògica (1/3 ≈ 0.333)
float scan_dark_floor; // multiplicador de brillantor de la subfila fosca
float scan_edge_soft; // 0 = step dur; 1 = suavitzat d'1 píxel físic (estil crtpi)
float pad3; // padding per tancar a 64 bytes (4 × vec4)
} u;
// Mostreig bilinear horitzontal d'un canal RGB. Evita el "tic-tac" del sampler
// NEAREST quan l'offset de chroma és subpíxel: sense interpolar, l'offset
// arrodonia entre 1 i 2 píxels i el drift temporal feia un parpelleig discret.
float sampleBilinearX(vec2 uv_target, int channel) {
vec2 tex_size = vec2(textureSize(scene, 0));
float px = uv_target.x * tex_size.x - 0.5;
float p_floor = floor(px);
float f = px - p_floor;
vec4 c0 = texture(scene, vec2((p_floor + 0.5) / tex_size.x, uv_target.y));
vec4 c1 = texture(scene, vec2((p_floor + 1.5) / tex_size.x, uv_target.y));
return mix(c0[channel], c1[channel], f);
}
// YCbCr helpers for NTSC bleeding
vec3 rgb_to_ycc(vec3 rgb) {
return vec3(
@@ -69,11 +89,11 @@ void main() {
vec3 base = texture(scene, uv).rgb;
// Sangrado NTSC — difuminado horizontal de crominancia.
// step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample).
// step = 1 pixel lógico de juego en UV.
vec3 colour;
if (u.bleeding > 0.0) {
float tw = float(textureSize(scene, 0).x);
float step = u.oversample / tw; // 1 pixel lógico en UV
float step = 1.0 / tw; // 1 pixel lógico en UV
vec3 ycc = rgb_to_ycc(base);
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
@@ -85,10 +105,14 @@ void main() {
colour = base;
}
// Aberración cromática (drift animado con time para efecto NTSC real)
float ca = u.chroma_strength * 0.005 * (1.0 + 0.15 * sin(u.time * 7.3));
colour.r = texture(scene, uv + vec2(ca, 0.0)).r;
colour.b = texture(scene, uv - vec2(ca, 0.0)).b;
// Aberración cromática — intensitat varia entre chroma_min i chroma_max amb
// una sinusoidal (si min == max, queda estàtica). Mostreig bilinear horitzontal
// per evitar el "tic-tac" del NEAREST sampler quan l'offset és subpíxel.
if (u.chroma_min > 0.0 || u.chroma_max > 0.0) {
float ca = mix(u.chroma_min, u.chroma_max, 0.5 + 0.5 * sin(u.time * 7.3)) * 0.005;
colour.r = sampleBilinearX(uv + vec2(ca, 0.0), 0);
colour.b = sampleBilinearX(uv - vec2(ca, 0.0), 2);
}
// Corrección gamma (linealizar antes de scanlines, codificar después)
if (u.gamma_strength > 0.0) {
@@ -96,15 +120,20 @@ void main() {
colour = mix(colour, lin, u.gamma_strength);
}
// Scanlines — 1 pixel físico oscuro por fila lógica.
// Modelo sustractivo: las filas de scanline se oscurecen, las demás no cambian.
// Esto evita el efecto de sobrebrillo en contenido con colores vivos.
// Scanlines — tècnica dels 3 subpíxels verticals per píxel lògic (aee/projecte_2026):
// franja fosca ocupant `scan_dark_ratio` al final de cada fila lògica. La transició es
// suavitza amb smoothstep d'ample ≈ 1 píxel físic (estil crtpi: filtratge analític
// continu), controlat per `scan_edge_soft`. A 0 és equivalent al step dur antic.
if (u.scanline_strength > 0.0) {
float ps = max(1.0, round(u.pixel_scale));
float frac_in_row = fract(uv.y * u.screen_height);
float row_pos = floor(frac_in_row * ps);
float is_dark = step(ps - 1.0, row_pos);
float scan = mix(1.0, 0.0, is_dark);
float ps = max(u.pixel_scale, 1.0);
float sub = fract(uv.y * u.screen_height); // [0,1) dins la fila lògica
float dark_center = 1.0 - u.scan_dark_ratio * 0.5; // centre de la franja fosca
float d = abs(sub - dark_center);
d = min(d, 1.0 - d); // wrap a la fila següent
float half_width = u.scan_dark_ratio * 0.5;
float softness = u.scan_edge_soft * 0.5 / ps; // mig píxel físic a cada costat
float band = 1.0 - smoothstep(half_width - softness, half_width + softness, d);
float scan = mix(1.0, u.scan_dark_floor, band);
colour *= mix(1.0, scan, u.scanline_strength);
}
-15
View File
@@ -1,15 +0,0 @@
#version 450
// Vulkan GLSL fragment shader — Nearest-neighbour upscale pass
// Used as the first render pass when supersampling is active.
// Compile: glslc upscale.frag -o upscale.frag.spv
// xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D scene;
void main() {
out_color = texture(scene, v_uv);
}
+2 -2
View File
@@ -259,7 +259,7 @@ namespace Ja {
sdl_audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_spec);
if (sdl_audio_device == 0) { std::cout << "Failed to initialize SDL audio!" << '\n'; }
for (auto& ch : channels) { ch.state = ChannelState::FREE; }
std::fill(std::begin(sound_volume), std::end(sound_volume), 0.5F);
std::ranges::fill(sound_volume, 0.5F);
}
inline void quit() {
@@ -663,7 +663,7 @@ namespace Ja {
const float V = SDL_clamp(volume, 0.0F, 1.0F);
if (group == -1) {
std::fill(std::begin(sound_volume), std::end(sound_volume), V);
std::ranges::fill(sound_volume, V);
} else if (group >= 0 && group < MAX_GROUPS) {
sound_volume[group] = V;
} else {
+9 -19
View File
@@ -6,15 +6,15 @@
#include <utility> // Para pair
#include <vector> // Para vector
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/input.hpp" // Para Input
#include "core/locale/lang.hpp" // Para getText, getLangFile, getLangName, getNextLangCode, loadFromFile
#include "core/rendering/screen.hpp" // Para Screen
#include "core/system/section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode
#include "game/options.hpp" // Para Video, video, Settings, settings, Audio, audio, Window, window
#include "game/ui/notifier.hpp" // Para Notifier
#include "game/ui/service_menu.hpp" // Para ServiceMenu
#include "utils/utils.hpp" // Para boolToOnOff
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/input.hpp" // Para Input
#include "core/locale/lang.hpp" // Para getText, getLangFile, getLangName, getNextLangCode, loadFromFile
#include "core/rendering/screen.hpp" // Para Screen
#include "core/system/section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode
#include "game/options.hpp" // Para Video, video, Settings, settings, Audio, audio, Window, window
#include "game/ui/notifier.hpp" // Para Notifier
#include "game/ui/service_menu.hpp" // Para ServiceMenu
#include "utils/utils.hpp" // Para boolToOnOff
namespace GlobalInputs {
// Termina
@@ -91,12 +91,6 @@ namespace GlobalInputs {
}
}
// Activa o desactiva el supersampling
void toggleSupersampling() {
Screen::toggleSupersampling();
Notifier::get()->show({"SS: " + std::string(Options::video.supersampling.enabled ? "ON" : "OFF")});
}
// Cambia al siguiente idioma
void setNextLang() {
const std::string CODE = "LANG";
@@ -227,10 +221,6 @@ namespace GlobalInputs {
nextPreset();
return true;
}
if (Input::get()->checkAction(Input::Action::TOGGLE_SUPERSAMPLING, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
toggleSupersampling();
return true;
}
return false;
}
-1
View File
@@ -83,7 +83,6 @@ class Input {
{Action::TOGGLE_VIDEO_POSTFX, KeyState(SDL_SCANCODE_F4)},
{Action::NEXT_SHADER, KeyState(SDL_SCANCODE_8)},
{Action::NEXT_POSTFX_PRESET, KeyState(SDL_SCANCODE_9)},
{Action::TOGGLE_SUPERSAMPLING, KeyState(SDL_SCANCODE_0)},
{Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
{Action::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
-2
View File
@@ -24,7 +24,6 @@ const std::unordered_map<InputAction, std::string> ACTION_TO_STRING = {
{InputAction::TOGGLE_VIDEO_POSTFX, "TOGGLE_VIDEO_POSTFX"},
{InputAction::NEXT_SHADER, "NEXT_SHADER"},
{InputAction::NEXT_POSTFX_PRESET, "NEXT_POSTFX_PRESET"},
{InputAction::TOGGLE_SUPERSAMPLING, "TOGGLE_SUPERSAMPLING"},
{InputAction::TOGGLE_VIDEO_INTEGER_SCALE, "TOGGLE_VIDEO_INTEGER_SCALE"},
{InputAction::TOGGLE_VIDEO_VSYNC, "TOGGLE_VIDEO_VSYNC"},
{InputAction::RESET, "RESET"},
@@ -57,7 +56,6 @@ const std::unordered_map<std::string, InputAction> STRING_TO_ACTION = {
{"TOGGLE_VIDEO_POSTFX", InputAction::TOGGLE_VIDEO_POSTFX},
{"NEXT_SHADER", InputAction::NEXT_SHADER},
{"NEXT_POSTFX_PRESET", InputAction::NEXT_POSTFX_PRESET},
{"TOGGLE_SUPERSAMPLING", InputAction::TOGGLE_SUPERSAMPLING},
{"TOGGLE_VIDEO_INTEGER_SCALE", InputAction::TOGGLE_VIDEO_INTEGER_SCALE},
{"TOGGLE_VIDEO_VSYNC", InputAction::TOGGLE_VIDEO_VSYNC},
{"RESET", InputAction::RESET},
-1
View File
@@ -35,7 +35,6 @@ enum class InputAction : std::uint8_t { // Acciones de entrada posibles en el j
TOGGLE_VIDEO_POSTFX,
NEXT_SHADER,
NEXT_POSTFX_PRESET,
TOGGLE_SUPERSAMPLING,
TOGGLE_VIDEO_INTEGER_SCALE,
TOGGLE_VIDEO_VSYNC,
RESET,
+1
View File
@@ -1,3 +1,4 @@
// NOLINTNEXTLINE(bugprone-reserved-identifier) -- requerido por <cmath> para exponer M_PI en MSVC
#define _USE_MATH_DEFINES
#include "core/rendering/background.hpp"
+31 -46
View File
@@ -17,16 +17,17 @@
#ifndef NO_SHADERS
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
#endif
#include "core/rendering/text.hpp" // Para Text
#include "core/rendering/texture.hpp" // Para Texture
#include "core/resources/asset.hpp" // Para Asset
#include "core/resources/resource.hpp" // Para Resource
#include "core/system/director.hpp" // Para Director::debug_config
#include "game/options.hpp" // Para Video, video, Window, window
#include "game/ui/notifier.hpp" // Para Notifier
#include "game/ui/service_menu.hpp" // Para ServiceMenu
#include "utils/param.hpp" // Para Param, param, ParamGame, ParamDebug
#include "utils/utils.hpp" // Para toLower
#include "core/rendering/text.hpp" // Para Text
#include "core/rendering/texture.hpp" // Para Texture
#include "core/resources/asset.hpp" // Para Asset
#ifdef _DEBUG
#include "core/resources/resource.hpp" // Para Resource (només a debug, font 8bithud)
#include "core/system/director.hpp" // Para Director::debug_config (només a debug)
#endif
#include "game/options.hpp" // Para Video, video, Window, window
#include "game/ui/notifier.hpp" // Para Notifier
#include "game/ui/service_menu.hpp" // Para ServiceMenu
#include "utils/param.hpp" // Para Param, param, ParamGame, ParamDebug
// Singleton
Screen* Screen::instance = nullptr;
@@ -82,12 +83,7 @@ auto Screen::get() -> Screen* { return Screen::instance; }
// Constructor
Screen::Screen()
: window_(nullptr),
renderer_(nullptr),
game_canvas_(nullptr),
service_menu_(nullptr),
notifier_(nullptr),
src_rect_(SDL_FRect{.x = 0, .y = 0, .w = param.game.width, .h = param.game.height}),
: src_rect_(SDL_FRect{.x = 0, .y = 0, .w = param.game.width, .h = param.game.height}),
dst_rect_(SDL_FRect{.x = 0, .y = 0, .w = param.game.width, .h = param.game.height}) {
// Arranca SDL VIDEO, crea la ventana y el renderizador
initSDLVideo();
@@ -341,7 +337,6 @@ auto Screen::buildDebugInfoText() const -> std::string {
} else {
const std::string PRESET_NAME = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
info_text += " - postfx " + toLower(PRESET_NAME);
if (Options::video.supersampling.enabled) { info_text += " (ss)"; }
}
return info_text;
}
@@ -385,10 +380,6 @@ void Screen::initShaders() {
std::cout << "Screen::initShaders: SDL3GPUShader::init() = " << (OK ? "OK" : "FAILED") << '\n';
}
if (self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
self->shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale);
self->shader_backend_->setDownscaleAlgo(Options::video.supersampling.downscale_algo);
self->shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1);
if (!Options::video.shader.enabled) {
// Passthrough: POSTFX con parámetros a cero
self->shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
@@ -593,36 +584,25 @@ void Screen::nextCrtPiPreset() {
}
}
// Alterna supersampling
void Screen::toggleSupersampling() {
Options::video.supersampling.enabled = !Options::video.supersampling.enabled;
auto* self = Screen::get();
if (self != nullptr && self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
self->shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1);
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
self->applyCurrentCrtPiPreset();
} else {
self->applyCurrentPostFXPreset();
}
}
}
// Aplica el preset PostFX activo al backend
void Screen::applyCurrentPostFXPreset() {
if (!shader_backend_) { return; }
shader_backend_->setOversample(Options::video.supersampling.enabled ? 3 : 1);
Rendering::PostFXParams p{};
if (Options::video.shader.enabled && !Options::postfx_presets.empty()) {
const auto& preset = Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset));
p.vignette = preset.vignette;
p.scanlines = preset.scanlines;
p.chroma = preset.chroma;
p.chroma_min = preset.chroma_min;
p.chroma_max = preset.chroma_max;
p.mask = preset.mask;
p.gamma = preset.gamma;
p.curvature = preset.curvature;
p.bleeding = preset.bleeding;
p.flicker = preset.flicker;
std::cout << "Screen::applyCurrentPostFXPreset: preset='" << preset.name << "' scan=" << p.scanlines << " vign=" << p.vignette << " chroma=" << p.chroma << '\n';
p.scan_dark_ratio = preset.scan_dark_ratio;
p.scan_dark_floor = preset.scan_dark_floor;
p.scan_edge_soft = preset.scan_edge_soft;
std::cout << "Screen::applyCurrentPostFXPreset: preset='" << preset.name << "' scan=" << p.scanlines << " vign=" << p.vignette << " chroma=[" << p.chroma_min << ".." << p.chroma_max << "]\n";
}
shader_backend_->setPostFXParams(p);
}
@@ -662,13 +642,12 @@ void Screen::toggleIntegerScale() {
}
}
// Alterna entre activar y desactivar el V-Sync
// Alterna entre activar y desactivar el V-Sync. ÚNICA via "user-facing" que
// modifica la preferencia persistent (Options::video.vsync); la resta de
// crides a setVSync apliquen l'estat al hardware sense escriure preferència.
void Screen::toggleVSync() {
Options::video.vsync = !Options::video.vsync;
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
if (shader_backend_) {
shader_backend_->setVSync(Options::video.vsync);
}
setVSync(Options::video.vsync);
}
// Aplica Options::video.scale_mode a la textura del canvas de juego
@@ -690,10 +669,16 @@ auto Screen::isHardwareAccelerated() -> bool {
return self != nullptr && self->shader_backend_ && self->shader_backend_->isHardwareAccelerated();
}
// Establece el estado del V-Sync
// Aplica V-Sync al renderer SDL i al backend GPU. NO toca la preferència
// persistent (Options::video.vsync) — és responsabilitat del caller (menú
// servei, toggleVSync). Així Resource::beginLoad/finishBoot poden canviar
// el vsync efectiu durant el preload sense clobberar la preferència de
// l'usuari (bug històric: el seu vsync=true es perdia entre llançaments).
void Screen::setVSync(bool enabled) {
Options::video.vsync = enabled;
SDL_SetRenderVSync(renderer_, enabled ? 1 : SDL_RENDERER_VSYNC_DISABLED);
if (shader_backend_) {
shader_backend_->setVSync(enabled);
}
}
// Obtiene los punteros a los singletones
@@ -718,7 +703,7 @@ void Screen::getSingletons() {
// el viewport queda cacheado al tamaño de la ventana pequeña previa y el juego
// se ve pequeño y centrado con barras negras alrededor.
void Screen::applySettings() {
SDL_SetRenderVSync(renderer_, Options::video.vsync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
setVSync(Options::video.vsync);
setFullscreenMode();
adjustWindowSize();
SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
+24 -25
View File
@@ -44,13 +44,12 @@ class Screen {
// --- Efectos visuales ---
void shake(int desp = 2, float delay_s = 0.05F, float duration_s = 0.133F) { shake_effect_.enable(src_rect_, dst_rect_, desp, delay_s, duration_s); }
void flash(Color color, float duration_s = 0.167F, float delay_s = 0.0F) { flash_effect_ = FlashEffect(true, duration_s, delay_s, color); }
static void toggleShaders(); // Alterna activar/desactivar shaders
static void nextShader(); // Cambia entre PostFX y CrtPi
static void nextPostFXPreset(); // Avanza al siguiente preset PostFX
static void nextCrtPiPreset(); // Avanza al siguiente preset CrtPi
static void toggleSupersampling(); // Alterna supersampling
void toggleFilter(); // Alterna SDL_SCALEMODE_NEAREST ↔ SDL_SCALEMODE_LINEAR
void applyFilter(); // Aplica Options::video.scale_mode a game_canvas_
static void toggleShaders(); // Alterna activar/desactivar shaders
static void nextShader(); // Cambia entre PostFX y CrtPi
static void nextPostFXPreset(); // Avanza al siguiente preset PostFX
static void nextCrtPiPreset(); // Avanza al siguiente preset CrtPi
void toggleFilter(); // Alterna SDL_SCALEMODE_NEAREST ↔ SDL_SCALEMODE_LINEAR
void applyFilter(); // Aplica Options::video.scale_mode a game_canvas_
void toggleIntegerScale();
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
void setVSync(bool enabled); // Establece el estado del V-Sync
@@ -214,11 +213,11 @@ class Screen {
#endif
// --- Objetos y punteros ---
SDL_Window* window_; // Ventana de la aplicación
SDL_Renderer* renderer_; // El renderizador de la ventana
SDL_Texture* game_canvas_; // Textura donde se dibuja todo antes de volcarse al renderizador
ServiceMenu* service_menu_; // Objeto para mostrar el menú de servicio
Notifier* notifier_; // Objeto para mostrar las notificaciones por pantalla
SDL_Window* window_ = nullptr; // Ventana de la aplicación
SDL_Renderer* renderer_ = nullptr; // El renderizador de la ventana
SDL_Texture* game_canvas_ = nullptr; // Textura donde se dibuja todo antes de volcarse al renderizador
ServiceMenu* service_menu_ = nullptr; // Objeto para mostrar el menú de servicio
Notifier* notifier_ = nullptr; // Objeto para mostrar las notificaciones por pantalla
std::shared_ptr<Text> text_; // Objeto para escribir texto en pantalla
std::unique_ptr<Rendering::ShaderBackend> shader_backend_; // Backend de shaders (SDL3GPU)
@@ -236,20 +235,20 @@ class Screen {
#endif
// --- Métodos internos ---
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
void registerEmscriptenEventCallbacks(); // Registra callbacks nativos para restaurar el canvas en wasm (no-op fuera de emscripten)
void renderFlash(); // Dibuja el efecto de flash en la pantalla
void renderShake(); // Aplica el efecto de agitar la pantalla
void renderInfo() const; // Muestra información por pantalla
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
void registerEmscriptenEventCallbacks(); // Registra callbacks nativos para restaurar el canvas en wasm (no-op fuera de emscripten)
void renderFlash(); // Dibuja el efecto de flash en la pantalla
void renderShake(); // Aplica el efecto de agitar la pantalla
void renderInfo() const; // Muestra información por pantalla
[[nodiscard]] auto buildDebugInfoText() const -> std::string; // Compone fps + driver + shader/preset para renderInfo
void renderPresent(); // Selecciona y ejecuta el método de renderizado adecuado
void applyCurrentPostFXPreset(); // Aplica el preset PostFX activo al backend
void applyCurrentCrtPiPreset(); // Aplica el preset CrtPi activo al backend
void adjustWindowSize(); // Calcula el tamaño de la ventana
void getDisplayInfo(); // Obtiene información sobre la pantalla
void renderOverlays(); // Renderiza todos los overlays y efectos
void renderAttenuate(); // Atenúa la pantalla
void createText(); // Crea el objeto de texto
void renderPresent(); // Selecciona y ejecuta el método de renderizado adecuado
void applyCurrentPostFXPreset(); // Aplica el preset PostFX activo al backend
void applyCurrentCrtPiPreset(); // Aplica el preset CrtPi activo al backend
void adjustWindowSize(); // Calcula el tamaño de la ventana
void getDisplayInfo(); // Obtiene información sobre la pantalla
void renderOverlays(); // Renderiza todos los overlays y efectos
void renderAttenuate(); // Atenúa la pantalla
void createText(); // Crea el objeto de texto
// --- Constructores y destructor privados (singleton) ---
Screen(); // Constructor privado
@@ -0,0 +1,144 @@
#pragma once
#ifdef __APPLE__
// Fragment shader del shader "crtpi" (algoritme CRT-Pi): scanlines amb
// pesos gaussians, multisample opcional, gamma i màscara de subpíxels.
namespace Rendering::Msl {
inline constexpr const char* kCrtpiFrag = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
struct CrtPiUniforms {
float scanline_weight;
float scanline_gap_brightness;
float bloom_factor;
float input_gamma;
float output_gamma;
float mask_brightness;
float curvature_x;
float curvature_y;
int mask_type;
int enable_scanlines;
int enable_multisample;
int enable_gamma;
int enable_curvature;
int enable_sharper;
float texture_width;
float texture_height;
};
static float2 crtpi_distort(float2 coord, float2 screen_scale, float cx, float cy) {
float2 curvature = float2(cx, cy);
float2 barrel_scale = 1.0f - (0.23f * curvature);
coord *= screen_scale;
coord -= 0.5f;
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (curvature * rsq);
coord *= barrel_scale;
if (abs(coord.x) >= 0.5f || abs(coord.y) >= 0.5f) { return float2(-1.0f); }
coord += 0.5f;
coord /= screen_scale;
return coord;
}
static float crtpi_scan_weight(float dist, float sw, float gap) {
return max(1.0f - dist * dist * sw, gap);
}
static float crtpi_scan_line(float dy, float filter_w, float sw, float gap, bool ms) {
float w = crtpi_scan_weight(dy, sw, gap);
if (ms) {
w += crtpi_scan_weight(dy - filter_w, sw, gap);
w += crtpi_scan_weight(dy + filter_w, sw, gap);
w *= 0.3333333f;
}
return w;
}
fragment float4 crtpi_fs(PostVOut in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]],
constant CrtPiUniforms& u [[buffer(0)]]) {
float2 tex_size = float2(u.texture_width, u.texture_height);
// Amplada del filtre de scanline analític. 768 = alçada de referència
// CRT a la qual es va tarar l'algoritme original; 3 = divisió per
// subpíxel (R/G/B) del multisample. El resultat escala amb la textura
// d'entrada, de manera que més alçada → filtre més fi.
const float CRT_REFERENCE_HEIGHT = 768.0f;
const float SUBPIXEL_DIV = 3.0f;
float filter_width = (CRT_REFERENCE_HEIGHT / u.texture_height) / SUBPIXEL_DIV;
float2 texcoord = in.uv;
if (u.enable_curvature != 0) {
texcoord = crtpi_distort(texcoord, float2(1.0f, 1.0f), u.curvature_x, u.curvature_y);
if (texcoord.x < 0.0f) { return float4(0.0f, 0.0f, 0.0f, 1.0f); }
}
float2 coord_in_pixels = texcoord * tex_size;
float2 tc;
float scan_weight;
if (u.enable_sharper != 0) {
float2 temp = floor(coord_in_pixels) + 0.5f;
tc = temp / tex_size;
float2 deltas = coord_in_pixels - temp;
scan_weight = crtpi_scan_line(deltas.y, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
float2 signs = sign(deltas);
deltas.x *= 2.0f;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5f;
deltas.y *= 8.0f;
deltas /= tex_size;
deltas *= signs;
tc = tc + deltas;
} else {
float temp_y = floor(coord_in_pixels.y) + 0.5f;
float y_coord = temp_y / tex_size.y;
float dy = coord_in_pixels.y - temp_y;
scan_weight = crtpi_scan_line(dy, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
float sign_y = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0f;
dy /= tex_size.y;
dy *= sign_y;
tc = float2(texcoord.x, y_coord + dy);
}
float3 colour = tex.sample(samp, tc).rgb;
if (u.enable_scanlines != 0) {
if (u.enable_gamma != 0) { colour = pow(colour, float3(u.input_gamma)); }
colour *= scan_weight * u.bloom_factor;
if (u.enable_gamma != 0) { colour = pow(colour, float3(1.0f / u.output_gamma)); }
}
if (u.mask_type == 1) {
float wm = fract(in.pos.x * 0.5f);
float3 mask = (wm < 0.5f) ? float3(u.mask_brightness, 1.0f, u.mask_brightness)
: float3(1.0f, u.mask_brightness, 1.0f);
colour *= mask;
} else if (u.mask_type == 2) {
float wm = fract(in.pos.x * 0.3333333f);
float3 mask = float3(u.mask_brightness);
if (wm < 0.3333333f) mask.x = 1.0f;
else if (wm < 0.6666666f) mask.y = 1.0f;
else mask.z = 1.0f;
colour *= mask;
}
return float4(colour, 1.0f);
}
)";
} // namespace Rendering::Msl
#endif // __APPLE__
@@ -0,0 +1,168 @@
#pragma once
#ifdef __APPLE__
// Fragment shader del shader "postfx": vignette, chroma, scanlines, mask,
// gamma, curvature, bleeding i flicker. Els paràmetres venen via uniforms.
//
// IMPORTANT: mantenir sincronitzat a mà amb data/shaders/postfx.frag. SDL3 GPU
// compila aquest string MSL en runtime; no hi ha generador automàtic. Qualsevol
// canvi a la struct d'uniforms o a la lògica del GLSL cal replicar-lo ací al
// mateix commit. Mida total = 64 bytes (4 × vec4).
namespace Rendering::Msl {
inline constexpr const char* kPostfxFrag = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
struct PostFXUniforms {
float vignette_strength;
float chroma_min;
float scanline_strength;
float screen_height;
float mask_strength;
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale;
float time;
float flicker;
float chroma_max;
// vec4 #3 — paràmetres de scanlines (exposats per preset YAML)
float scan_dark_ratio;
float scan_dark_floor;
float scan_edge_soft;
float pad3;
};
// Mostreig bilinear horitzontal d'un canal RGB. Evita el "tic-tac" del sampler
// NEAREST quan l'offset de chroma és subpíxel.
static float sampleBilinearX(float2 uv_target, int channel, texture2d<float> scene, sampler samp) {
float2 tex_size = float2(scene.get_width(), scene.get_height());
float px = uv_target.x * tex_size.x - 0.5f;
float p_floor = floor(px);
float f = px - p_floor;
float4 c0 = scene.sample(samp, float2((p_floor + 0.5f) / tex_size.x, uv_target.y));
float4 c1 = scene.sample(samp, float2((p_floor + 1.5f) / tex_size.x, uv_target.y));
return mix(c0[channel], c1[channel], f);
}
static float3 rgb_to_ycc(float3 rgb) {
return float3(
0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
);
}
static float3 ycc_to_rgb(float3 ycc) {
float y = ycc.x;
float cb = ycc.y - 0.5f;
float cr = ycc.z - 0.5f;
return clamp(float3(
y + 1.402f*cr,
y - 0.344f*cb - 0.714f*cr,
y + 1.772f*cb
), 0.0f, 1.0f);
}
fragment float4 postfx_fs(PostVOut in [[stage_in]],
texture2d<float> scene [[texture(0)]],
sampler samp [[sampler(0)]],
constant PostFXUniforms& u [[buffer(0)]]) {
float2 uv = in.uv;
if (u.curvature > 0.0f) {
float2 c = uv - 0.5f;
float rsq = dot(c, c);
float2 dist = float2(0.05f, 0.1f) * u.curvature;
float2 barrelScale = 1.0f - 0.23f * dist;
c += c * (dist * rsq);
c *= barrelScale;
if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
return float4(0.0f, 0.0f, 0.0f, 1.0f);
}
uv = c + 0.5f;
}
float3 base = scene.sample(samp, uv).rgb;
float3 colour;
if (u.bleeding > 0.0f) {
float tw = float(scene.get_width());
float step = 1.0f / tw;
float3 ycc = rgb_to_ycc(base);
float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb);
float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb);
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
} else {
colour = base;
}
// Chroma — varia entre chroma_min i chroma_max via sinusoidal; si min == max
// queda estàtic. Mostreig bilinear horitzontal per evitar el "tic-tac" del
// NEAREST sampler amb offsets subpíxel.
if (u.chroma_min > 0.0f || u.chroma_max > 0.0f) {
float ca = mix(u.chroma_min, u.chroma_max, 0.5f + 0.5f * sin(u.time * 7.3f)) * 0.005f;
colour.r = sampleBilinearX(uv + float2(ca, 0.0f), 0, scene, samp);
colour.b = sampleBilinearX(uv - float2(ca, 0.0f), 2, scene, samp);
}
if (u.gamma_strength > 0.0f) {
float3 lin = pow(colour, float3(2.4f));
colour = mix(colour, lin, u.gamma_strength);
}
// Scanlines — 3 subpíxels per fila lògica (2 brillants + 1 fosca). Transició
// suavitzada amb smoothstep d'ample ≈ 1 píxel físic (estil crtpi: filtratge
// analític continu). scan_edge_soft = 0 recupera el step dur de l'original.
if (u.scanline_strength > 0.0f) {
float ps = max(u.pixel_scale, 1.0f);
float sub = fract(uv.y * u.screen_height);
float dark_center = 1.0f - u.scan_dark_ratio * 0.5f;
float d = abs(sub - dark_center);
d = min(d, 1.0f - d);
float half_width = u.scan_dark_ratio * 0.5f;
float softness = u.scan_edge_soft * 0.5f / ps;
float band = 1.0f - smoothstep(half_width - softness, half_width + softness, d);
float scan = mix(1.0f, u.scan_dark_floor, band);
colour *= mix(1.0f, scan, u.scanline_strength);
}
if (u.gamma_strength > 0.0f) {
float3 enc = pow(colour, float3(1.0f/2.2f));
colour = mix(colour, enc, u.gamma_strength);
}
float2 d = uv - 0.5f;
float vignette = 1.0f - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0f, 1.0f);
if (u.mask_strength > 0.0f) {
float whichMask = fract(in.pos.x * 0.3333333f);
float3 mask = float3(0.80f);
if (whichMask < 0.3333333f) mask.x = 1.0f;
else if (whichMask < 0.6666667f) mask.y = 1.0f;
else mask.z = 1.0f;
colour = mix(colour, colour * mask, u.mask_strength);
}
if (u.flicker > 0.0f) {
float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f;
colour *= 1.0f - u.flicker * 0.04f * flicker_wave;
}
return float4(colour, 1.0f);
}
)";
} // namespace Rendering::Msl
#endif // __APPLE__
@@ -0,0 +1,30 @@
#pragma once
#ifdef __APPLE__
// Vertex shader compartit per tots els pipelines de post-procés:
// fullscreen-triangle que cobreix tota l'àrea del swapchain amb UVs a [0,1].
namespace Rendering::Msl {
inline constexpr const char* kPostfxVert = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
PostVOut out;
out.pos = float4(positions[vid], 0.0, 1.0);
out.uv = uvs[vid];
return out;
}
)";
} // namespace Rendering::Msl
#endif // __APPLE__
+45 -692
View File
@@ -2,349 +2,22 @@
#include <SDL3/SDL_log.h>
#include <algorithm> // std::min, std::max, std::floor
#include <cmath> // std::floor, std::ceil
#include <algorithm> // std::min, std::max
#include <cmath> // std::floor
#include <cstring> // memcpy, strlen
#include <iostream> // Para std::cout
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h"
#endif
#ifdef __APPLE__
// ============================================================================
// MSL shaders (Metal Shading Language) — macOS
// ============================================================================
// NOLINTBEGIN(readability-identifier-naming)
static const char* POSTFX_VERT_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
PostVOut out;
out.pos = float4(positions[vid], 0.0, 1.0);
out.uv = uvs[vid];
return out;
}
)";
static const char* POSTFX_FRAG_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
struct PostFXUniforms {
float vignette_strength;
float chroma_strength;
float scanline_strength;
float screen_height;
float mask_strength;
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale;
float time;
float oversample;
float flicker;
};
static float3 rgb_to_ycc(float3 rgb) {
return float3(
0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
);
}
static float3 ycc_to_rgb(float3 ycc) {
float y = ycc.x;
float cb = ycc.y - 0.5f;
float cr = ycc.z - 0.5f;
return clamp(float3(
y + 1.402f*cr,
y - 0.344f*cb - 0.714f*cr,
y + 1.772f*cb
), 0.0f, 1.0f);
}
fragment float4 postfx_fs(PostVOut in [[stage_in]],
texture2d<float> scene [[texture(0)]],
sampler samp [[sampler(0)]],
constant PostFXUniforms& u [[buffer(0)]]) {
float2 uv = in.uv;
if (u.curvature > 0.0f) {
float2 c = uv - 0.5f;
float rsq = dot(c, c);
float2 dist = float2(0.05f, 0.1f) * u.curvature;
float2 barrelScale = 1.0f - 0.23f * dist;
c += c * (dist * rsq);
c *= barrelScale;
if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
return float4(0.0f, 0.0f, 0.0f, 1.0f);
}
uv = c + 0.5f;
}
float3 base = scene.sample(samp, uv).rgb;
float3 colour;
if (u.bleeding > 0.0f) {
float tw = float(scene.get_width());
float step = u.oversample / tw;
float3 ycc = rgb_to_ycc(base);
float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb);
float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb);
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
} else {
colour = base;
}
float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f));
colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
if (u.gamma_strength > 0.0f) {
float3 lin = pow(colour, float3(2.4f));
colour = mix(colour, lin, u.gamma_strength);
}
const float SCAN_DARK_RATIO = 0.333f;
const float SCAN_DARK_FLOOR = 0.42f;
if (u.scanline_strength > 0.0f) {
float ps = max(1.0f, round(u.pixel_scale));
float frac_in_row = fract(uv.y * u.screen_height);
float row_pos = floor(frac_in_row * ps);
float bright_rows = (ps < 2.0f) ? ps : ((ps < 3.0f) ? 1.0f : floor(ps * (1.0f - SCAN_DARK_RATIO)));
float is_dark = step(bright_rows, row_pos);
float scan = mix(1.0f, SCAN_DARK_FLOOR, is_dark);
colour *= mix(1.0f, scan, u.scanline_strength);
}
if (u.gamma_strength > 0.0f) {
float3 enc = pow(colour, float3(1.0f/2.2f));
colour = mix(colour, enc, u.gamma_strength);
}
float2 d = uv - 0.5f;
float vignette = 1.0f - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0f, 1.0f);
if (u.mask_strength > 0.0f) {
float whichMask = fract(in.pos.x * 0.3333333f);
float3 mask = float3(0.80f);
if (whichMask < 0.3333333f) mask.x = 1.0f;
else if (whichMask < 0.6666667f) mask.y = 1.0f;
else mask.z = 1.0f;
colour = mix(colour, colour * mask, u.mask_strength);
}
if (u.flicker > 0.0f) {
float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f;
colour *= 1.0f - u.flicker * 0.04f * flicker_wave;
}
return float4(colour, 1.0f);
}
)";
static const char* UPSCALE_FRAG_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct VertOut { float4 pos [[position]]; float2 uv; };
fragment float4 upscale_fs(VertOut in [[stage_in]],
texture2d<float> scene [[texture(0)]],
sampler smp [[sampler(0)]])
{
return scene.sample(smp, in.uv);
}
)";
static const char* DOWNSCALE_FRAG_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct VertOut { float4 pos [[position]]; float2 uv; };
struct DownscaleUniforms { int algorithm; float pad0; float pad1; float pad2; };
static float lanczos_w(float t, float a) {
t = abs(t);
if (t < 0.0001f) { return 1.0f; }
if (t >= a) { return 0.0f; }
const float PI = 3.14159265358979f;
float pt = PI * t;
return (a * sin(pt) * sin(pt / a)) / (pt * pt);
}
fragment float4 downscale_fs(VertOut in [[stage_in]],
texture2d<float> source [[texture(0)]],
sampler smp [[sampler(0)]],
constant DownscaleUniforms& u [[buffer(0)]])
{
float2 src_size = float2(source.get_width(), source.get_height());
float2 p = in.uv * src_size;
float2 p_floor = floor(p);
float a = (u.algorithm == 0) ? 2.0f : 3.0f;
int win = int(a);
float4 color = float4(0.0f);
float weight_sum = 0.0f;
for (int j = -win; j <= win; j++) {
for (int i = -win; i <= win; i++) {
float2 tap_center = p_floor + float2(float(i), float(j)) + 0.5f;
float2 offset = tap_center - p;
float w = lanczos_w(offset.x, a) * lanczos_w(offset.y, a);
color += source.sample(smp, tap_center / src_size) * w;
weight_sum += w;
}
}
return (weight_sum > 0.0f) ? (color / weight_sum) : float4(0.0f, 0.0f, 0.0f, 1.0f);
}
)";
static const char* CRTPI_FRAG_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
struct CrtPiUniforms {
float scanline_weight;
float scanline_gap_brightness;
float bloom_factor;
float input_gamma;
float output_gamma;
float mask_brightness;
float curvature_x;
float curvature_y;
int mask_type;
int enable_scanlines;
int enable_multisample;
int enable_gamma;
int enable_curvature;
int enable_sharper;
float texture_width;
float texture_height;
};
static float2 crtpi_distort(float2 coord, float2 screen_scale, float cx, float cy) {
float2 curvature = float2(cx, cy);
float2 barrel_scale = 1.0f - (0.23f * curvature);
coord *= screen_scale;
coord -= 0.5f;
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (curvature * rsq);
coord *= barrel_scale;
if (abs(coord.x) >= 0.5f || abs(coord.y) >= 0.5f) { return float2(-1.0f); }
coord += 0.5f;
coord /= screen_scale;
return coord;
}
static float crtpi_scan_weight(float dist, float sw, float gap) {
return max(1.0f - dist * dist * sw, gap);
}
static float crtpi_scan_line(float dy, float filter_w, float sw, float gap, bool ms) {
float w = crtpi_scan_weight(dy, sw, gap);
if (ms) {
w += crtpi_scan_weight(dy - filter_w, sw, gap);
w += crtpi_scan_weight(dy + filter_w, sw, gap);
w *= 0.3333333f;
}
return w;
}
fragment float4 crtpi_fs(PostVOut in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]],
constant CrtPiUniforms& u [[buffer(0)]]) {
float2 tex_size = float2(u.texture_width, u.texture_height);
float filter_width = (768.0f / u.texture_height) / 3.0f;
float2 texcoord = in.uv;
if (u.enable_curvature != 0) {
texcoord = crtpi_distort(texcoord, float2(1.0f, 1.0f), u.curvature_x, u.curvature_y);
if (texcoord.x < 0.0f) { return float4(0.0f, 0.0f, 0.0f, 1.0f); }
}
float2 coord_in_pixels = texcoord * tex_size;
float2 tc;
float scan_weight;
if (u.enable_sharper != 0) {
float2 temp = floor(coord_in_pixels) + 0.5f;
tc = temp / tex_size;
float2 deltas = coord_in_pixels - temp;
scan_weight = crtpi_scan_line(deltas.y, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
float2 signs = sign(deltas);
deltas.x *= 2.0f;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5f;
deltas.y *= 8.0f;
deltas /= tex_size;
deltas *= signs;
tc = tc + deltas;
} else {
float temp_y = floor(coord_in_pixels.y) + 0.5f;
float y_coord = temp_y / tex_size.y;
float dy = coord_in_pixels.y - temp_y;
scan_weight = crtpi_scan_line(dy, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
float sign_y = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0f;
dy /= tex_size.y;
dy *= sign_y;
tc = float2(texcoord.x, y_coord + dy);
}
float3 colour = tex.sample(samp, tc).rgb;
if (u.enable_scanlines != 0) {
if (u.enable_gamma != 0) { colour = pow(colour, float3(u.input_gamma)); }
colour *= scan_weight * u.bloom_factor;
if (u.enable_gamma != 0) { colour = pow(colour, float3(1.0f / u.output_gamma)); }
}
if (u.mask_type == 1) {
float wm = fract(in.pos.x * 0.5f);
float3 mask = (wm < 0.5f) ? float3(u.mask_brightness, 1.0f, u.mask_brightness)
: float3(1.0f, u.mask_brightness, 1.0f);
colour *= mask;
} else if (u.mask_type == 2) {
float wm = fract(in.pos.x * 0.3333333f);
float3 mask = float3(u.mask_brightness);
if (wm < 0.3333333f) mask.x = 1.0f;
else if (wm < 0.6666666f) mask.y = 1.0f;
else mask.z = 1.0f;
colour *= mask;
}
return float4(colour, 1.0f);
}
)";
// NOLINTEND(readability-identifier-naming)
#endif // __APPLE__
#include "core/rendering/sdl3gpu/msl/crtpi_frag.msl.h"
#include "core/rendering/sdl3gpu/msl/postfx_frag.msl.h"
#include "core/rendering/sdl3gpu/msl/postfx_vert.msl.h"
#endif
namespace Rendering {
@@ -374,7 +47,6 @@ namespace Rendering {
game_width_ = static_cast<int>(fw);
game_height_ = static_cast<int>(fh);
uniforms_.screen_height = static_cast<float>(game_height_);
uniforms_.oversample = static_cast<float>(oversample_);
// 1. GPU disabled by config
if (preferred_driver_ == "none") {
@@ -412,7 +84,7 @@ namespace Rendering {
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
}
// 3. Create scene texture (always game resolution)
// 3. Create scene texture (game resolution)
SDL_GPUTextureCreateInfo tex_info = {};
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
@@ -428,9 +100,7 @@ namespace Rendering {
return false;
}
ss_factor_ = 0;
// 4. Create upload transfer buffer (always game resolution)
// 4. Create upload transfer buffer (game resolution)
SDL_GPUTransferBufferCreateInfo tb_info = {};
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
tb_info.size = static_cast<Uint32>(game_width_ * game_height_ * 4);
@@ -441,7 +111,7 @@ namespace Rendering {
return false;
}
// 5. Create samplers
// 5. Create nearest sampler
SDL_GPUSamplerCreateInfo samp_info = {};
samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
samp_info.mag_filter = SDL_GPU_FILTER_NEAREST;
@@ -456,20 +126,6 @@ namespace Rendering {
return false;
}
SDL_GPUSamplerCreateInfo lsamp_info = {};
lsamp_info.min_filter = SDL_GPU_FILTER_LINEAR;
lsamp_info.mag_filter = SDL_GPU_FILTER_LINEAR;
lsamp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
lsamp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
lsamp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
lsamp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
linear_sampler_ = SDL_CreateGPUSampler(device_, &lsamp_info);
if (linear_sampler_ == nullptr) {
std::cout << "SDL3GPUShader: failed to create linear sampler: " << SDL_GetError() << '\n';
cleanup();
return false;
}
// 6. Create pipelines
if (!createPipeline()) {
cleanup();
@@ -486,15 +142,14 @@ namespace Rendering {
}
// ---------------------------------------------------------------------------
// createPipeline — PostFX + Upscale + PostFX offscreen + Downscale pipelines
// createPipeline — PostFX → swapchain
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createPipeline() -> bool { // NOLINT(readability-function-cognitive-complexity)
auto SDL3GPUShader::createPipeline() -> bool {
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
// ---- PostFX pipeline (→ swapchain) ----
#ifdef __APPLE__
SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
SDL_GPUShader* vert = createShaderMSL(device_, Msl::kPostfxVert, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderMSL(device_, Msl::kPostfxFrag, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
@@ -534,114 +189,6 @@ namespace Rendering {
return false;
}
// ---- Upscale pipeline (scene → scaled_texture_) ----
#ifdef __APPLE__
SDL_GPUShader* uvert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ufrag = createShaderMSL(device_, UPSCALE_FRAG_MSL, "upscale_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#else
SDL_GPUShader* uvert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ufrag = createShaderSPIRV(device_, kupscale_frag_spv, kupscale_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#endif
if ((uvert == nullptr) || (ufrag == nullptr)) {
if (uvert != nullptr) { SDL_ReleaseGPUShader(device_, uvert); }
if (ufrag != nullptr) { SDL_ReleaseGPUShader(device_, ufrag); }
return false;
}
SDL_GPUColorTargetDescription upscale_ct = {};
upscale_ct.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
upscale_ct.blend_state = no_blend;
SDL_GPUGraphicsPipelineCreateInfo upscale_pi = {};
upscale_pi.vertex_shader = uvert;
upscale_pi.fragment_shader = ufrag;
upscale_pi.vertex_input_state = no_input;
upscale_pi.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
upscale_pi.target_info.num_color_targets = 1;
upscale_pi.target_info.color_target_descriptions = &upscale_ct;
upscale_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &upscale_pi);
SDL_ReleaseGPUShader(device_, uvert);
SDL_ReleaseGPUShader(device_, ufrag);
if (upscale_pipeline_ == nullptr) {
std::cout << "SDL3GPUShader: upscale pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
// ---- PostFX offscreen pipeline (→ B8G8R8A8 texture, for Lanczos path) ----
#ifdef __APPLE__
SDL_GPUShader* ofvert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* offrag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* ofvert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* offrag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#endif
if ((ofvert == nullptr) || (offrag == nullptr)) {
if (ofvert != nullptr) { SDL_ReleaseGPUShader(device_, ofvert); }
if (offrag != nullptr) { SDL_ReleaseGPUShader(device_, offrag); }
return false;
}
SDL_GPUColorTargetDescription offscreen_ct = {};
offscreen_ct.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
offscreen_ct.blend_state = no_blend;
SDL_GPUGraphicsPipelineCreateInfo offscreen_pi = {};
offscreen_pi.vertex_shader = ofvert;
offscreen_pi.fragment_shader = offrag;
offscreen_pi.vertex_input_state = no_input;
offscreen_pi.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
offscreen_pi.target_info.num_color_targets = 1;
offscreen_pi.target_info.color_target_descriptions = &offscreen_ct;
postfx_offscreen_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &offscreen_pi);
SDL_ReleaseGPUShader(device_, ofvert);
SDL_ReleaseGPUShader(device_, offrag);
if (postfx_offscreen_pipeline_ == nullptr) {
std::cout << "SDL3GPUShader: PostFX offscreen pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
// ---- Downscale pipeline (Lanczos → swapchain) ----
#ifdef __APPLE__
SDL_GPUShader* dvert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* dfrag = createShaderMSL(device_, DOWNSCALE_FRAG_MSL, "downscale_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* dvert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* dfrag = createShaderSPIRV(device_, kdownscale_frag_spv, kdownscale_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#endif
if ((dvert == nullptr) || (dfrag == nullptr)) {
if (dvert != nullptr) { SDL_ReleaseGPUShader(device_, dvert); }
if (dfrag != nullptr) { SDL_ReleaseGPUShader(device_, dfrag); }
return false;
}
SDL_GPUColorTargetDescription downscale_ct = {};
downscale_ct.format = SWAPCHAIN_FMT;
downscale_ct.blend_state = no_blend;
SDL_GPUGraphicsPipelineCreateInfo downscale_pi = {};
downscale_pi.vertex_shader = dvert;
downscale_pi.fragment_shader = dfrag;
downscale_pi.vertex_input_state = no_input;
downscale_pi.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
downscale_pi.target_info.num_color_targets = 1;
downscale_pi.target_info.color_target_descriptions = &downscale_ct;
downscale_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &downscale_pi);
SDL_ReleaseGPUShader(device_, dvert);
SDL_ReleaseGPUShader(device_, dfrag);
if (downscale_pipeline_ == nullptr) {
std::cout << "SDL3GPUShader: downscale pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
return true;
}
@@ -652,8 +199,8 @@ namespace Rendering {
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
#ifdef __APPLE__
SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderMSL(device_, CRTPI_FRAG_MSL, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
SDL_GPUShader* vert = createShaderMSL(device_, Msl::kPostfxVert, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderMSL(device_, Msl::kCrtpiFrag, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderSPIRV(device_, kcrtpi_frag_spv, kcrtpi_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
@@ -691,7 +238,7 @@ namespace Rendering {
}
// ---------------------------------------------------------------------------
// uploadPixels — direct memcpy, GPU handles upscale
// uploadPixels — direct memcpy
// ---------------------------------------------------------------------------
void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) {
if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; }
@@ -707,24 +254,11 @@ namespace Rendering {
}
// ---------------------------------------------------------------------------
// render — 3-path: CrtPi direct, PostFX+Lanczos, PostFX direct
// render — CrtPi direct OR PostFX direct → swapchain
// ---------------------------------------------------------------------------
void SDL3GPUShader::render() { // NOLINT(readability-function-cognitive-complexity)
void SDL3GPUShader::render() {
if (!is_initialized_) { return; }
// SS factor calculation
if (oversample_ > 1 && game_height_ > 0) {
int win_w = 0;
int win_h = 0;
SDL_GetWindowSizeInPixels(window_, &win_w, &win_h);
const float ZOOM = static_cast<float>(win_h) / static_cast<float>(game_height_);
const int NEED_FACTOR = calcSsFactor(ZOOM);
if (NEED_FACTOR != ss_factor_) {
SDL_WaitForGPUIdle(device_);
recreateScaledTexture(NEED_FACTOR);
}
}
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) {
std::cout << "SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: " << SDL_GetError() << '\n';
@@ -750,25 +284,6 @@ namespace Rendering {
SDL_EndGPUCopyPass(copy);
}
// ---- Upscale pass: scene → scaled_texture_ ----
if (oversample_ > 1 && scaled_texture_ != nullptr && upscale_pipeline_ != nullptr) {
SDL_GPUColorTargetInfo upscale_target = {};
upscale_target.texture = scaled_texture_;
upscale_target.load_op = SDL_GPU_LOADOP_DONT_CARE;
upscale_target.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* upass = SDL_BeginGPURenderPass(cmd, &upscale_target, 1, nullptr);
if (upass != nullptr) {
SDL_BindGPUGraphicsPipeline(upass, upscale_pipeline_);
SDL_GPUTextureSamplerBinding ubinding = {};
ubinding.texture = scene_texture_;
ubinding.sampler = (linear_upscale_ && linear_sampler_ != nullptr) ? linear_sampler_ : sampler_;
SDL_BindGPUFragmentSamplers(upass, 0, &ubinding, 1);
SDL_DrawGPUPrimitives(upass, 3, 1, 0, 0);
SDL_EndGPURenderPass(upass);
}
}
// ---- Acquire swapchain texture ----
SDL_GPUTexture* swapchain = nullptr;
Uint32 sw = 0;
@@ -802,117 +317,37 @@ namespace Rendering {
vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
if (oversample_ > 1 && ss_factor_ > 0) {
uniforms_.pixel_scale = static_cast<float>(ss_factor_);
} else {
uniforms_.pixel_scale = (game_height_ > 0) ? (vh / static_cast<float>(game_height_)) : 1.0F;
}
uniforms_.pixel_scale = (game_height_ > 0) ? (vh / static_cast<float>(game_height_)) : 1.0F;
uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
uniforms_.oversample = (oversample_ > 1 && ss_factor_ > 0)
? static_cast<float>(ss_factor_)
: 1.0F;
// ---- Path A: CrtPi direct ----
if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) {
SDL_GPUColorTargetInfo ct = {};
ct.texture = swapchain;
ct.load_op = SDL_GPU_LOADOP_CLEAR;
ct.store_op = SDL_GPU_STOREOP_STORE;
ct.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPUColorTargetInfo ct = {};
ct.texture = swapchain;
ct.load_op = SDL_GPU_LOADOP_CLEAR;
ct.store_op = SDL_GPU_STOREOP_STORE;
ct.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
if (pass != nullptr) {
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
if (pass != nullptr) {
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
SDL_SetGPUViewport(pass, &vp);
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = scene_texture_;
binding.sampler = sampler_;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) {
SDL_BindGPUGraphicsPipeline(pass, crtpi_pipeline_);
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
SDL_SetGPUViewport(pass, &vp);
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = scene_texture_;
binding.sampler = sampler_;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
crtpi_uniforms_.texture_width = static_cast<float>(game_width_);
crtpi_uniforms_.texture_height = static_cast<float>(game_height_);
SDL_PushGPUFragmentUniformData(cmd, 0, &crtpi_uniforms_, sizeof(CrtPiUniforms));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
// ---- Path B: PostFX + Lanczos (SS active + algo selected) ----
const bool USE_LANCZOS = (oversample_ > 1 && downscale_algo_ > 0 && scaled_texture_ != nullptr && postfx_texture_ != nullptr && postfx_offscreen_pipeline_ != nullptr && downscale_pipeline_ != nullptr);
if (USE_LANCZOS) {
// Pass B1: PostFX → postfx_texture_
SDL_GPUColorTargetInfo postfx_ct = {};
postfx_ct.texture = postfx_texture_;
postfx_ct.load_op = SDL_GPU_LOADOP_CLEAR;
postfx_ct.store_op = SDL_GPU_STOREOP_STORE;
postfx_ct.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* ppass = SDL_BeginGPURenderPass(cmd, &postfx_ct, 1, nullptr);
if (ppass != nullptr) {
SDL_BindGPUGraphicsPipeline(ppass, postfx_offscreen_pipeline_);
SDL_GPUTextureSamplerBinding pbinding = {};
pbinding.texture = scaled_texture_;
pbinding.sampler = sampler_;
SDL_BindGPUFragmentSamplers(ppass, 0, &pbinding, 1);
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
SDL_DrawGPUPrimitives(ppass, 3, 1, 0, 0);
SDL_EndGPURenderPass(ppass);
}
// Pass B2: Lanczos downscale → swapchain
SDL_GPUColorTargetInfo ds_ct = {};
ds_ct.texture = swapchain;
ds_ct.load_op = SDL_GPU_LOADOP_CLEAR;
ds_ct.store_op = SDL_GPU_STOREOP_STORE;
ds_ct.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* dpass = SDL_BeginGPURenderPass(cmd, &ds_ct, 1, nullptr);
if (dpass != nullptr) {
SDL_BindGPUGraphicsPipeline(dpass, downscale_pipeline_);
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
SDL_SetGPUViewport(dpass, &vp);
SDL_GPUTextureSamplerBinding dbinding = {};
dbinding.texture = postfx_texture_;
dbinding.sampler = sampler_;
SDL_BindGPUFragmentSamplers(dpass, 0, &dbinding, 1);
DownscaleUniforms du = {.algorithm = downscale_algo_ - 1, .pad0 = 0.0F, .pad1 = 0.0F, .pad2 = 0.0F};
SDL_PushGPUFragmentUniformData(cmd, 0, &du, sizeof(DownscaleUniforms));
SDL_DrawGPUPrimitives(dpass, 3, 1, 0, 0);
SDL_EndGPURenderPass(dpass);
}
} else {
// ---- Path C: PostFX direct → swapchain ----
SDL_GPUColorTargetInfo ct = {};
ct.texture = swapchain;
ct.load_op = SDL_GPU_LOADOP_CLEAR;
ct.store_op = SDL_GPU_STOREOP_STORE;
ct.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
if (pass != nullptr) {
} else {
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
SDL_SetGPUViewport(pass, &vp);
SDL_GPUTexture* input_texture = (oversample_ > 1 && scaled_texture_ != nullptr) ? scaled_texture_ : scene_texture_;
SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr) ? linear_sampler_ : sampler_;
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = input_texture;
binding.sampler = active_sampler;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
SDL_SubmitGPUCommandBuffer(cmd);
@@ -942,13 +377,7 @@ namespace Rendering {
release_pipeline(pipeline_);
release_pipeline(crtpi_pipeline_);
release_pipeline(postfx_offscreen_pipeline_);
release_pipeline(upscale_pipeline_);
release_pipeline(downscale_pipeline_);
release_texture(scene_texture_);
release_texture(scaled_texture_);
release_texture(postfx_texture_);
ss_factor_ = 0;
if (upload_buffer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
upload_buffer_ = nullptr;
@@ -957,10 +386,6 @@ namespace Rendering {
SDL_ReleaseGPUSampler(device_, sampler_);
sampler_ = nullptr;
}
if (linear_sampler_ != nullptr) {
SDL_ReleaseGPUSampler(device_, linear_sampler_);
linear_sampler_ = nullptr;
}
}
}
@@ -1028,13 +453,17 @@ namespace Rendering {
void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
uniforms_.vignette_strength = p.vignette;
uniforms_.chroma_strength = p.chroma;
uniforms_.chroma_min = p.chroma_min;
uniforms_.chroma_max = p.chroma_max;
uniforms_.scanline_strength = p.scanlines;
uniforms_.mask_strength = p.mask;
uniforms_.gamma_strength = p.gamma;
uniforms_.curvature = p.curvature;
uniforms_.bleeding = p.bleeding;
uniforms_.flicker = p.flicker;
uniforms_.scan_dark_ratio = p.scan_dark_ratio;
uniforms_.scan_dark_floor = p.scan_dark_floor;
uniforms_.scan_edge_soft = p.scan_edge_soft;
}
void SDL3GPUShader::setCrtPiParams(const CrtPiParams& p) {
@@ -1080,28 +509,6 @@ namespace Rendering {
integer_scale_ = integer_scale;
}
void SDL3GPUShader::setOversample(int factor) {
const int NEW_FACTOR = std::max(1, factor);
if (NEW_FACTOR == oversample_) { return; }
oversample_ = NEW_FACTOR;
if (is_initialized_) {
reinitTexturesAndBuffer();
}
}
void SDL3GPUShader::setLinearUpscale(bool linear) {
linear_upscale_ = linear;
}
void SDL3GPUShader::setDownscaleAlgo(int algo) {
downscale_algo_ = std::max(0, std::min(algo, 2));
}
auto SDL3GPUShader::getSsTextureSize() const -> std::pair<int, int> {
if (ss_factor_ <= 1) { return {0, 0}; }
return {game_width_ * ss_factor_, game_height_ * ss_factor_};
}
// ---------------------------------------------------------------------------
// reinitTexturesAndBuffer
// ---------------------------------------------------------------------------
@@ -1113,18 +520,12 @@ namespace Rendering {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
if (scaled_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
}
ss_factor_ = 0;
if (upload_buffer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
upload_buffer_ = nullptr;
}
uniforms_.screen_height = static_cast<float>(game_height_);
uniforms_.oversample = static_cast<float>(oversample_);
SDL_GPUTextureCreateInfo tex_info = {};
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
@@ -1151,55 +552,7 @@ namespace Rendering {
return false;
}
std::cout << "SDL3GPUShader: reinit — scene " << game_width_ << "x" << game_height_ << ", SS " << (oversample_ > 1 ? "on" : "off") << '\n';
return true;
}
auto SDL3GPUShader::calcSsFactor(float zoom) -> int {
const int MULTIPLE = 3;
const int N = static_cast<int>(std::ceil(zoom / static_cast<float>(MULTIPLE)));
return std::max(1, N) * MULTIPLE;
}
auto SDL3GPUShader::recreateScaledTexture(int factor) -> bool {
if (scaled_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
}
if (postfx_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, postfx_texture_);
postfx_texture_ = nullptr;
}
ss_factor_ = 0;
const int W = game_width_ * factor;
const int H = game_height_ * factor;
SDL_GPUTextureCreateInfo info = {};
info.type = SDL_GPU_TEXTURETYPE_2D;
info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
info.width = static_cast<Uint32>(W);
info.height = static_cast<Uint32>(H);
info.layer_count_or_depth = 1;
info.num_levels = 1;
scaled_texture_ = SDL_CreateGPUTexture(device_, &info);
if (scaled_texture_ == nullptr) {
std::cout << "SDL3GPUShader: failed to create scaled texture " << W << "x" << H << ": " << SDL_GetError() << '\n';
return false;
}
postfx_texture_ = SDL_CreateGPUTexture(device_, &info);
if (postfx_texture_ == nullptr) {
std::cout << "SDL3GPUShader: failed to create postfx texture " << W << "x" << H << ": " << SDL_GetError() << '\n';
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
return false;
}
ss_factor_ = factor;
std::cout << "SDL3GPUShader: scaled+postfx textures " << W << "x" << H << " (factor " << factor << "x)" << '\n';
std::cout << "SDL3GPUShader: reinit — scene " << game_width_ << "x" << game_height_ << '\n';
return true;
}
@@ -4,25 +4,32 @@
#include <SDL3/SDL_gpu.h>
#include <string>
#include <utility>
#include "core/rendering/shader_backend.hpp"
// PostFX uniforms pushed to fragment stage each frame.
// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
// 16 floats = 64 bytes (4 × vec4) — std140/scalar layout for Vulkan + Metal.
struct PostFXUniforms {
// vec4 #0
float vignette_strength;
float chroma_strength;
float chroma_min;
float scanline_strength;
float screen_height;
// vec4 #1
float mask_strength;
float gamma_strength;
float curvature;
float bleeding;
// vec4 #2
float pixel_scale;
float time;
float oversample;
float flicker;
float chroma_max;
// vec4 #3 — paràmetres de scanlines exposats al preset YAML
float scan_dark_ratio;
float scan_dark_floor;
float scan_edge_soft;
float pad3;
};
// CrtPi uniforms pushed to fragment stage each frame.
@@ -46,22 +53,13 @@ struct CrtPiUniforms {
float texture_height;
};
// Downscale uniforms for Lanczos downscale fragment stage.
// 1 int + 3 floats = 16 bytes.
struct DownscaleUniforms {
int algorithm;
float pad0;
float pad1;
float pad2;
};
namespace Rendering {
/**
* @brief Backend de shaders usando SDL3 GPU API (Metal en macOS, Vulkan/SPIR-V en Win/Linux)
*
* Pipeline: Surface pixels (CPU) → SDL_GPUTransferBuffer → SDL_GPUTexture (scene)
* → [Upscale →] PostFX/CrtPi render pass → [Lanczos downscale →] swapchain → present
* → PostFX/CrtPi render pass → swapchain → present
*/
class SDL3GPUShader : public ShaderBackend {
public:
@@ -85,13 +83,6 @@ namespace Rendering {
void setPostFXParams(const PostFXParams& p) override;
void setVSync(bool vsync) override;
void setScaleMode(bool integer_scale) override;
void setOversample(int factor) override;
void setLinearUpscale(bool linear) override;
[[nodiscard]] auto isLinearUpscale() const -> bool override { return linear_upscale_; }
void setDownscaleAlgo(int algo) override;
[[nodiscard]] auto getDownscaleAlgo() const -> int override { return downscale_algo_; }
[[nodiscard]] auto getSsTextureSize() const -> std::pair<int, int> override;
void setActiveShader(ShaderType type) override;
void setCrtPiParams(const CrtPiParams& p) override;
@@ -116,39 +107,27 @@ namespace Rendering {
auto createPipeline() -> bool;
auto createCrtPiPipeline() -> bool;
auto reinitTexturesAndBuffer() -> bool;
auto recreateScaledTexture(int factor) -> bool;
static auto calcSsFactor(float zoom) -> int;
[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
SDL_Window* window_ = nullptr;
SDL_GPUDevice* device_ = nullptr;
SDL_GPUGraphicsPipeline* pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr;
SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr;
SDL_GPUTexture* scene_texture_ = nullptr;
SDL_GPUTexture* scaled_texture_ = nullptr;
SDL_GPUTexture* postfx_texture_ = nullptr;
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr;
SDL_GPUSampler* linear_sampler_ = nullptr;
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .oversample = 1.0F};
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
ShaderType active_shader_ = ShaderType::POSTFX;
int game_width_ = 0;
int game_height_ = 0;
int ss_factor_ = 0;
int oversample_ = 1;
int downscale_algo_ = 1;
std::string driver_name_;
std::string preferred_driver_;
bool is_initialized_ = false;
bool vsync_ = true;
bool integer_scale_ = false;
bool linear_upscale_ = false;
};
} // namespace Rendering
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,634 +0,0 @@
#pragma once
#include <cstddef>
#include <cstdint>
static const uint8_t kupscale_frag_spv[] = {
0x03,
0x02,
0x23,
0x07,
0x00,
0x00,
0x01,
0x00,
0x0b,
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0x3d,
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0x57,
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0x00,
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0x00,
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0x00,
0x01,
0x00,
0x38,
0x00,
0x01,
0x00,
};
static const size_t kupscale_frag_spv_size = 628;
+8 -11
View File
@@ -4,7 +4,6 @@
#include <cstdint>
#include <string>
#include <utility>
namespace Rendering {
@@ -18,12 +17,19 @@ namespace Rendering {
struct PostFXParams {
float vignette = 0.0F;
float scanlines = 0.0F;
float chroma = 0.0F;
// Aberració cromàtica — varia entre min i max via sinusoidal; si coincideixen
// queda estàtica. Permet un "floor" perquè la imatge mai sigui lliure de chroma.
float chroma_min = 0.0F;
float chroma_max = 0.0F;
float mask = 0.0F;
float gamma = 0.0F;
float curvature = 0.0F;
float bleeding = 0.0F;
float flicker = 0.0F;
// Forma de les scanlines — 3 subpíxels per fila lògica per defecte.
float scan_dark_ratio{0.333F};
float scan_dark_floor{0.42F};
float scan_edge_soft{1.0F};
};
/**
@@ -66,15 +72,6 @@ namespace Rendering {
virtual void setPostFXParams(const PostFXParams& /*p*/) {}
virtual void setVSync(bool /*vsync*/) {}
virtual void setScaleMode(bool /*integer_scale*/) {}
virtual void setOversample(int /*factor*/) {}
virtual void setLinearUpscale(bool /*linear*/) {}
[[nodiscard]] virtual auto isLinearUpscale() const -> bool { return false; }
virtual void setDownscaleAlgo(int /*algo*/) {}
[[nodiscard]] virtual auto getDownscaleAlgo() const -> int { return 0; }
[[nodiscard]] virtual auto getSsTextureSize() const -> std::pair<int, int> { return {0, 0}; }
[[nodiscard]] virtual auto isHardwareAccelerated() const -> bool = 0;
+17 -7
View File
@@ -47,27 +47,39 @@ void Asset::add(const std::string& file_path, Type type, bool required, bool abs
addToMap(file_path, type, required, absolute);
}
// Carga recursos desde un archivo de configuración con soporte para variables
// Carga recursos desde un archivo de configuración en el filesystem
void Asset::loadFromFile(const std::string& config_file_path, const std::string& prefix, const std::string& system_folder) {
std::ifstream file(config_file_path);
if (!file.is_open()) {
std::cout << "Error: Cannot open config file: " << config_file_path << '\n';
return;
}
parseConfigStream(file, prefix, system_folder);
}
// Carga recursos desde un buffer en memoria (p.ex. obtenido del pack)
void Asset::loadFromBuffer(const std::vector<uint8_t>& buffer, const std::string& prefix, const std::string& system_folder) {
if (buffer.empty()) {
std::cout << "Error: Asset index buffer is empty" << '\n';
return;
}
std::string content(buffer.begin(), buffer.end());
std::istringstream stream(content);
parseConfigStream(stream, prefix, system_folder);
}
// Parsea el contenido del índice (formato común a loadFromFile y loadFromBuffer)
void Asset::parseConfigStream(std::istream& stream, const std::string& prefix, const std::string& system_folder) {
std::string line;
int line_number = 0;
while (std::getline(file, line)) {
while (std::getline(stream, line)) {
++line_number;
// Limpiar espacios en blanco al principio y final
line.erase(0, line.find_first_not_of(" \t\r"));
line.erase(line.find_last_not_of(" \t\r") + 1);
// DEBUG: mostrar línea leída (opcional, puedes comentar esta línea)
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Line %d: '%s'", line_number, line.c_str());
// Ignorar líneas vacías y comentarios
if (line.empty() || line[0] == '#' || line[0] == ';') {
continue;
@@ -114,8 +126,6 @@ void Asset::loadFromFile(const std::string& config_file_path, const std::string&
std::cout << "Error parsing line " << line_number << " in config file: " << e.what() << '\n';
}
}
file.close();
}
// Devuelve la ruta completa a un fichero (búsqueda O(1))
+4 -1
View File
@@ -1,6 +1,7 @@
#pragma once
#include <cstdint> // Para uint8_t
#include <iosfwd> // Para istream (forward decl)
#include <string> // Para string
#include <unordered_map> // Para unordered_map
#include <utility> // Para move
@@ -32,7 +33,8 @@ class Asset {
// --- Métodos para la gestión de recursos ---
void add(const std::string& file_path, Type type, bool required = true, bool absolute = false);
void loadFromFile(const std::string& config_file_path, const std::string& prefix = "", const std::string& system_folder = ""); // Con soporte para variables
void loadFromFile(const std::string& config_file_path, const std::string& prefix = "", const std::string& system_folder = ""); // Carga el índice desde el filesystem
void loadFromBuffer(const std::vector<uint8_t>& buffer, const std::string& prefix = "", const std::string& system_folder = ""); // Carga el índice desde memoria (p.ex. desde el pack)
[[nodiscard]] auto getPath(const std::string& filename) const -> std::string;
[[nodiscard]] auto loadData(const std::string& filename) const -> std::vector<uint8_t>; // Carga datos del archivo
[[nodiscard]] auto check() const -> bool;
@@ -63,6 +65,7 @@ class Asset {
void addToMap(const std::string& file_path, Type type, bool required, bool absolute); // Añade archivo al mapa
[[nodiscard]] static auto replaceVariables(const std::string& path, const std::string& prefix, const std::string& system_folder) -> std::string; // Reemplaza variables en la ruta
static auto parseOptions(const std::string& options, bool& required, bool& absolute) -> void; // Parsea opciones
void parseConfigStream(std::istream& stream, const std::string& prefix, const std::string& system_folder); // Lógica común de parseo del índice
// --- Constructores y destructor privados (singleton) ---
explicit Asset(std::string executable_path) // Constructor privado
+6 -15
View File
@@ -88,20 +88,11 @@ auto AssetIntegrated::getSystemPath(const std::string& filename) -> std::string
}
auto AssetIntegrated::shouldUseResourcePack(const std::string& filepath) -> bool {
// Los archivos que NO van al pack:
// - Archivos de config/ (ahora están fuera de data/)
// - Archivos con absolute=true en assets.txt
// - Archivos de sistema (${SYSTEM_FOLDER})
// Els fitxers que NO van al pack:
// - Fitxers amb absolute=true a assets.txt
// - Fitxers de sistema (${SYSTEM_FOLDER})
// - Fitxers al costat del binari (com gamecontrollerdb.txt)
if (filepath.find("/config/") != std::string::npos ||
filepath.starts_with("config/")) {
return false;
}
if (filepath.find("/data/") != std::string::npos ||
filepath.starts_with("data/")) {
return true;
}
return false;
return filepath.find("/data/") != std::string::npos ||
filepath.starts_with("data/");
}
+4 -14
View File
@@ -59,20 +59,10 @@ namespace ResourceHelper {
}
auto shouldUseResourcePack(const std::string& filepath) -> bool {
// Archivos que NO van al pack:
// - config/ (ahora está fuera de data/)
// - archivos absolutos del sistema
if (filepath.find("config/") != std::string::npos) {
return false;
}
// Si contiene "data/" es candidato para el pack
if (filepath.find("data/") != std::string::npos) {
return true;
}
return false;
// Si la ruta conté "data/" és candidat al pack. La resta (paths absoluts del
// SYSTEM_FOLDER o relatives al binari com gamecontrollerdb.txt) van sempre al
// filesystem.
return filepath.find("data/") != std::string::npos;
}
auto getPackPath(const std::string& asset_path) -> std::string {
+1 -3
View File
@@ -9,9 +9,7 @@
std::unique_ptr<ResourceLoader> ResourceLoader::instance = nullptr;
ResourceLoader::ResourceLoader()
: resource_pack_(nullptr),
fallback_to_files_(true) {}
ResourceLoader::ResourceLoader() = default;
auto ResourceLoader::getInstance() -> ResourceLoader& {
if (!instance) {
+2 -2
View File
@@ -11,9 +11,9 @@ class ResourcePack;
class ResourceLoader {
private:
static std::unique_ptr<ResourceLoader> instance;
ResourcePack* resource_pack_;
ResourcePack* resource_pack_ = nullptr;
std::string pack_path_;
bool fallback_to_files_;
bool fallback_to_files_ = true;
ResourceLoader();
+1 -2
View File
@@ -10,8 +10,7 @@
const std::string ResourcePack::DEFAULT_ENCRYPT_KEY = "CCAE_RESOURCES__2024";
ResourcePack::ResourcePack()
: loaded_(false) {}
ResourcePack::ResourcePack() = default;
ResourcePack::~ResourcePack() {
clear();
+1 -1
View File
@@ -17,7 +17,7 @@ class ResourcePack {
private:
std::unordered_map<std::string, ResourceEntry> resources_;
std::vector<uint8_t> data_;
bool loaded_;
bool loaded_ = false;
static auto calculateChecksum(const std::vector<uint8_t>& data) -> uint32_t;
static void encryptData(std::vector<uint8_t>& data, const std::string& key);
+3 -6
View File
@@ -177,8 +177,8 @@ namespace Defaults::Player::OutlineColor {
namespace Defaults::Window {
constexpr const char* CAPTION = "© 2025 Coffee Crisis Arcade Edition — JailDesigner";
constexpr int ZOOM = 2;
constexpr int MAX_ZOOM = 2;
constexpr int ZOOM = 3;
constexpr int MAX_ZOOM = 3;
} // namespace Defaults::Window
namespace Defaults::Video {
@@ -188,9 +188,6 @@ namespace Defaults::Video {
constexpr bool INTEGER_SCALE = true;
constexpr bool GPU_ACCELERATION = true;
constexpr bool SHADER_ENABLED = false;
constexpr bool SUPERSAMPLING = false;
constexpr bool LINEAR_UPSCALE = false;
constexpr int DOWNSCALE_ALGO = 1;
} // namespace Defaults::Video
namespace Defaults::Music {
@@ -211,7 +208,7 @@ namespace Defaults::Audio {
namespace Defaults::Settings {
constexpr bool AUTOFIRE = true;
constexpr bool SHUTDOWN_ENABLED = false;
constexpr const char* PARAMS_FILE = "param_320x256.txt";
constexpr const char* PARAMS_PRESET = "arcade"; // Identificador intern del preset (correspon a data/config/<preset>.txt)
} // namespace Defaults::Settings
namespace Defaults::Loading {
+56 -14
View File
@@ -3,7 +3,9 @@
#include <SDL3/SDL.h> // Para SDL_SetLogPriority, SDL_LogCategory, SDL_LogPriority, SDL_Quit
#include <cerrno> // Para errno
#include <cstdlib> // Para srand, exit, rand, EXIT_FAILURE
#include <cstring> // Para std::strerror
#include <ctime> // Para time
#include <fstream> // Para ifstream, ofstream
#include <iostream> // Para basic_ostream, operator<<, cerr
@@ -11,6 +13,12 @@
#include <stdexcept> // Para runtime_error
#include <string> // Para allocator, basic_string, char_traits, operator+, string, operator==
#ifdef _WIN32
#include <process.h> // Per _execv
#else
#include <unistd.h> // Per execv
#endif
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/input.hpp" // Para Input
#include "core/locale/lang.hpp" // Para setLanguage
@@ -71,7 +79,8 @@ namespace {
} // namespace
// Constructor
Director::Director() {
Director::Director(int /*argc*/, char** argv)
: argv_(argv) {
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
// Establece el nivel de prioridad de la categoría de registro
@@ -141,7 +150,9 @@ void Director::init() {
loadAssets(); // Crea el índice de archivos
Input::init(Asset::get()->getPath("gamecontrollerdb.txt"), Asset::get()->getPath("controllers.json")); // Carga configuración de controles
// gamecontrollerdb.txt no pot anar al pack (SDL_AddGamepadMappingsFromFile només llegeix del FS).
// Sempre viu al costat del binari, fora del índex d'assets.
Input::init(executable_path_ + "gamecontrollerdb.txt", Asset::get()->getPath("controllers.json")); // Carga configuración de controles
Options::setConfigFile(Asset::get()->getPath("config.yaml")); // Establece el fichero de configuración
Options::setControllersFile(Asset::get()->getPath("controllers.json")); // Establece el fichero de configuración de mandos
@@ -212,8 +223,8 @@ void Director::finishBoot() {
}
}
// Cierra todo y libera recursos del sistema y de los singletons
void Director::close() {
// Allibera tots els singletons i SDL (compartit entre close() i relaunch())
void Director::shutdownSubsystems() {
// Guarda las opciones actuales en el archivo de configuración
Options::saveToFile();
@@ -226,22 +237,47 @@ void Director::close() {
Screen::destroy(); // Libera el sistema de pantalla y renderizado
Asset::destroy(); // Libera el gestor de archivos
std::cout << "\nBye!\n";
// Libera todos los recursos de SDL
SDL_Quit();
}
// Cierra todo y libera recursos del sistema y de los singletons
void Director::close() {
shutdownSubsystems();
std::cout << "\nBye!\n";
// Apaga el sistema
shutdownSystem(Section::options == Section::Options::SHUTDOWN);
}
// Reemplaça el procés actual per ell mateix (reinici en calent). En cas d'èxit no torna.
// Si no es pot reiniciar (Emscripten, argv invàlid), retorna i el caller fa el reset clàssic.
void Director::relaunch() const {
#ifdef __EMSCRIPTEN__
// Al navegador el reinici real seria location.reload(); aquí caiem al reset intern.
return;
#else
if (argv_ == nullptr || argv_[0] == nullptr) { return; }
std::cout << "Relaunching " << argv_[0] << "...\n";
shutdownSubsystems();
#ifdef _WIN32
_execv(argv_[0], argv_);
#else
execv(argv_[0], argv_);
#endif
// Si arribem aquí, execv ha fallat. Tots els subsistemes ja estan destruïts: no
// podem reprendre el bucle. Sortim amb error.
std::cerr << "Relaunch failed: " << std::strerror(errno) << "\n";
std::exit(EXIT_FAILURE);
#endif
}
// Carga los parametros
void Director::loadParams() {
// Carga los parametros para configurar el juego
#ifdef ANBERNIC
const std::string PARAM_FILE_PATH = Asset::get()->getPath("param_320x240.txt");
const std::string PARAM_FILE_PATH = Asset::get()->getPath("classic.txt");
#else
const std::string PARAM_FILE_PATH = Asset::get()->getPath(Options::settings.params_file);
const std::string PARAM_FILE_PATH = Asset::get()->getPath(Options::settings.params_preset + ".txt");
#endif
loadParamsFromFile(PARAM_FILE_PATH);
}
@@ -256,7 +292,7 @@ void Director::loadScoreFile() {
#endif
}
// Carga el indice de ficheros desde un fichero
// Carga el indice de ficheros desde el pack (o filesystem como fallback)
void Director::loadAssets() {
#ifdef MACOS_BUNDLE
const std::string PREFIX = "/../Resources";
@@ -264,9 +300,13 @@ void Director::loadAssets() {
const std::string PREFIX;
#endif
// Cargar la configuración de assets (también aplicar el prefijo al archivo de configuración)
std::string config_path = executable_path_ + PREFIX + "/config/assets.txt";
Asset::get()->loadFromFile(config_path, PREFIX, system_folder_);
// El índice ahora vive dins el pack a "config/assets.txt" (ResourceHelper li trau el "data/" prefix).
// ResourceHelper::loadFile fa fallback automàtic al filesystem si el pack no està o no conté el fitxer.
auto buffer = ResourceHelper::loadFile("/data/config/assets.txt");
if (buffer.empty()) {
throw std::runtime_error("No s'ha pogut carregar l'índex d'assets (data/config/assets.txt)");
}
Asset::get()->loadFromBuffer(buffer, PREFIX, system_folder_);
// Si falta algun fichero, sale del programa
if (!Asset::get()->check()) {
@@ -348,9 +388,11 @@ void Director::resetActiveSection() {
// Destruye la sección anterior y construye la nueva cuando Section::name cambia
void Director::handleSectionTransition() {
// RESET: recarga recursos y vuelve a LOGO (el propio reset() cambia Section::name)
// RESET: intenta reinici real via execv; si no es pot (Emscripten o argv invàlid),
// cau al reset intern (recarrega recursos i torna a LOGO, sense recrear Screen/Params).
if (Section::name == Section::Name::RESET) {
resetActiveSection(); // libera recursos actuales antes del reload
relaunch(); // En èxit no torna; el binari es reemplaça
resetActiveSection(); // Fallback: libera recursos actuales antes del reload
reset();
}
+10 -8
View File
@@ -2,13 +2,12 @@
#include <SDL3/SDL.h> // Para SDL_AppResult, SDL_Event
#include <memory> // Para unique_ptr
#include <string> // Para string
#include <cstdint> // Para std::uint8_t
#include <memory> // Para unique_ptr
#include <string> // Para string
#include "core/system/section.hpp" // Para Section::Name
#include <cstdint> // Para std::uint8_t
namespace Lang {
enum class Code : std::uint8_t;
}
@@ -27,7 +26,7 @@ class Credits;
class Director {
public:
// --- Constructor y destructor ---
Director();
Director(int argc, char** argv);
~Director();
// --- Callbacks para SDL_MAIN_USE_CALLBACKS ---
@@ -55,6 +54,7 @@ class Director {
// --- Variables internas ---
std::string executable_path_; // Ruta del ejecutable
std::string system_folder_; // Carpeta del sistema para almacenar datos
char** argv_ = nullptr; // argv original; usat per relaunch() (execv)
// --- Sección activa (una y sólo una viva en cada momento) ---
std::unique_ptr<Preload> preload_;
@@ -71,9 +71,11 @@ class Director {
bool boot_loading_ = true; // True mientras Resource::loadStep está cargando incremental
// --- Inicialización y cierre del sistema ---
void init(); // Inicializa la aplicación (pre-boot)
static void finishBoot(); // Post-boot: inicializa lo que depende de recursos cargados
static void close(); // Cierra y libera recursos
void init(); // Inicializa la aplicación (pre-boot)
static void finishBoot(); // Post-boot: inicializa lo que depende de recursos cargados
static void shutdownSubsystems(); // Allibera singletons i SDL (sense apagar el sistema)
static void close(); // Cierra y libera recursos
void relaunch() const; // Reemplaça el procés via execv (fallback silenciós si no es pot)
// --- Configuración inicial ---
static void loadParams(); // Carga los parámetros del programa
+17 -14
View File
@@ -5,17 +5,17 @@
#include <cctype> // Para isdigit
#include <cstddef> // Para size_t
#include <exception> // Para exception
#include <fstream> // Para basic_istream, basic_ifstream, ifstream, istringstream
#include <iterator> // Para reverse_iterator
#include <map> // Para map, operator==, _Rb_tree_iterator
#include <sstream> // Para basic_istringstream
#include <string> // Para string, char_traits, allocator, operator==, stoi, getline, operator<=>, basic_string
#include <utility> // Para std::cmp_less
#include "core/resources/asset.hpp" // Para Asset
#include "game/entities/balloon.hpp" // Para Balloon
#include "utils/param.hpp" // Para Param, ParamGame, param
#include "utils/utils.hpp" // Para Zone, BLOCK
#include "core/resources/asset.hpp" // Para Asset
#include "core/resources/resource_helper.hpp" // Para ResourceHelper::loadFile
#include "game/entities/balloon.hpp" // Para Balloon
#include "utils/param.hpp" // Para Param, ParamGame, param
#include "utils/utils.hpp" // Para Zone, BLOCK
void BalloonFormations::initFormations() {
// Calcular posiciones base
@@ -60,16 +60,19 @@ void BalloonFormations::initFormations() {
}
auto BalloonFormations::loadFormationsFromFile(const std::string& filename, const std::map<std::string, float>& variables) -> bool {
std::ifstream file(filename);
if (!file.is_open()) {
auto buffer = ResourceHelper::loadFile(filename);
if (buffer.empty()) {
return false;
}
std::string content(buffer.begin(), buffer.end());
std::istringstream stream(content);
std::string line;
int current_formation = -1;
std::vector<SpawnParams> current_params;
while (std::getline(file, line)) {
while (std::getline(stream, line)) {
// Eliminar espacios en blanco al inicio y final
line = trim(line);
@@ -113,7 +116,6 @@ auto BalloonFormations::loadFormationsFromFile(const std::string& filename, cons
addTestFormation();
#endif
file.close();
return true;
}
@@ -272,18 +274,21 @@ void BalloonFormations::initFormationPools() {
}
auto BalloonFormations::loadPoolsFromFile(const std::string& filename) -> bool {
std::ifstream file(filename);
if (!file.is_open()) {
auto buffer = ResourceHelper::loadFile(filename);
if (buffer.empty()) {
return false;
}
std::string content(buffer.begin(), buffer.end());
std::istringstream stream(content);
std::string line;
pools_.clear(); // Limpiar pools existentes
// Map temporal para ordenar los pools por ID
std::map<int, std::vector<int>> temp_pools;
while (std::getline(file, line)) {
while (std::getline(stream, line)) {
// Eliminar espacios en blanco al inicio y final
line = trim(line);
@@ -299,8 +304,6 @@ auto BalloonFormations::loadPoolsFromFile(const std::string& filename) -> bool {
}
}
file.close();
// Convertir el map ordenado a vector
// Redimensionar el vector para el pool con ID más alto
if (!temp_pools.empty()) {
+12 -16
View File
@@ -2,26 +2,21 @@
#include <algorithm> // Para max, min
#include <exception> // Para exception
#include <fstream> // Para basic_istream, basic_ifstream, ifstream, stringstream
#include <numeric> // Para accumulate
#include <sstream> // Para basic_stringstream
#include <sstream> // Para basic_stringstream, istringstream
#include <utility> // Para move
#include "core/resources/resource_helper.hpp" // Para ResourceHelper::loadFile
// Implementación de StageData
StageData::StageData(int power_to_complete, int min_menace, int max_menace, std::string name)
: status_(StageStatus::LOCKED),
name_(std::move(name)),
: name_(std::move(name)),
power_to_complete_(power_to_complete),
min_menace_(min_menace),
max_menace_(max_menace) {}
// Implementación de StageManager
StageManager::StageManager()
: power_change_callback_(nullptr),
power_collection_state_(PowerCollectionState::ENABLED),
current_stage_index_(0),
current_power_(0),
total_power_(0) { initialize(); }
StageManager::StageManager() { initialize(); }
void StageManager::initialize() {
stages_.clear();
@@ -63,14 +58,17 @@ void StageManager::createDefaultStages() {
}
auto StageManager::loadStagesFromFile(const std::string& filename) -> bool {
std::ifstream file(filename);
if (!file.is_open()) {
return false; // No se pudo abrir el archivo
auto buffer = ResourceHelper::loadFile(filename);
if (buffer.empty()) {
return false;
}
std::string content(buffer.begin(), buffer.end());
std::istringstream stream(content);
std::string line;
while (std::getline(file, line)) {
while (std::getline(stream, line)) {
// Ignorar líneas vacías y comentarios (líneas que empiezan con #)
if (line.empty() || line[0] == '#') {
continue;
@@ -116,8 +114,6 @@ auto StageManager::loadStagesFromFile(const std::string& filename) -> bool {
}
}
file.close();
// Verificar que se cargó al menos una fase
return !stages_.empty();
}
+11 -11
View File
@@ -40,11 +40,11 @@ class StageData {
private:
// --- Variables de estado ---
StageStatus status_; // Estado actual de la fase
std::string name_; // Nombre de la fase
int power_to_complete_; // Poder necesario para completar la fase
int min_menace_; // Nivel mínimo de amenaza
int max_menace_; // Nivel máximo de amenaza
StageStatus status_ = StageStatus::LOCKED; // Estado actual de la fase
std::string name_; // Nombre de la fase
int power_to_complete_; // Poder necesario para completar la fase
int min_menace_; // Nivel mínimo de amenaza
int max_menace_; // Nivel máximo de amenaza
};
// --- Clase StageManager: gestor principal del sistema de fases del juego ---
@@ -100,12 +100,12 @@ class StageManager : public IStageInfo {
private:
// --- Variables de estado ---
std::vector<StageData> stages_; // Lista de todas las fases
PowerChangeCallback power_change_callback_; // Callback para notificar cambios de poder
PowerCollectionState power_collection_state_; // Estado de recolección de poder
size_t current_stage_index_; // Índice de la fase actual
int current_power_; // Poder actual en la fase activa
int total_power_; // Poder total acumulado en todo el juego
std::vector<StageData> stages_; // Lista de todas las fases
PowerChangeCallback power_change_callback_; // Callback para notificar cambios de poder
PowerCollectionState power_collection_state_ = PowerCollectionState::ENABLED; // Estado de recolección de poder
size_t current_stage_index_ = 0; // Índice de la fase actual
int current_power_ = 0; // Poder actual en la fase activa
int total_power_ = 0; // Poder total acumulado en todo el juego
// --- Métodos internos ---
void createDefaultStages(); // Crea las fases predeterminadas del juego
+71 -89
View File
@@ -25,14 +25,20 @@ namespace Options {
GamepadManager gamepad_manager; // Opciones de mando para cada jugador
Keyboard keyboard; // Opciones para el teclado
PendingChanges pending_changes; // Opciones que se aplican al cerrar
std::vector<PostFXPreset> postfx_presets = {
{.name = "CRT", .vignette = 0.15F, .scanlines = 0.7F, .chroma = 0.2F, .mask = 0.5F, .gamma = 0.1F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "NTSC", .vignette = 0.4F, .scanlines = 0.5F, .chroma = 0.2F, .mask = 0.3F, .gamma = 0.3F, .curvature = 0.0F, .bleeding = 0.6F, .flicker = 0.0F},
{.name = "Curved", .vignette = 0.5F, .scanlines = 0.6F, .chroma = 0.1F, .mask = 0.4F, .gamma = 0.4F, .curvature = 0.8F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "Scanlines", .vignette = 0.0F, .scanlines = 0.8F, .chroma = 0.0F, .mask = 0.0F, .gamma = 0.0F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "Subtle", .vignette = 0.3F, .scanlines = 0.4F, .chroma = 0.05F, .mask = 0.0F, .gamma = 0.2F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "CRT Live", .vignette = 0.15F, .scanlines = 0.6F, .chroma = 0.3F, .mask = 0.3F, .gamma = 0.1F, .curvature = 0.0F, .bleeding = 0.4F, .flicker = 0.8F},
};
namespace {
auto defaultPostFXPresets() -> std::vector<PostFXPreset> {
return {
{.name = "CRT", .vignette = 0.6F, .scanlines = 0.7F, .chroma_min = 0.15F, .chroma_max = 0.15F, .mask = 0.6F, .gamma = 0.8F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "NTSC", .vignette = 0.4F, .scanlines = 0.5F, .chroma_min = 0.17F, .chroma_max = 0.23F, .mask = 0.4F, .gamma = 0.5F, .curvature = 0.0F, .bleeding = 0.6F, .flicker = 0.0F},
{.name = "Curved", .vignette = 0.5F, .scanlines = 0.6F, .chroma_min = 0.10F, .chroma_max = 0.10F, .mask = 0.5F, .gamma = 0.7F, .curvature = 0.8F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "Scanlines", .vignette = 0.0F, .scanlines = 0.8F, .chroma_min = 0.0F, .chroma_max = 0.0F, .mask = 0.0F, .gamma = 0.0F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "Subtle", .vignette = 0.3F, .scanlines = 0.4F, .chroma_min = 0.05F, .chroma_max = 0.05F, .mask = 0.0F, .gamma = 0.3F, .curvature = 0.0F, .bleeding = 0.0F, .flicker = 0.0F},
{.name = "CRT Live", .vignette = 0.5F, .scanlines = 0.6F, .chroma_min = 0.255F, .chroma_max = 0.365F, .mask = 0.3F, .gamma = 0.4F, .curvature = 0.3F, .bleeding = 0.4F, .flicker = 0.8F},
};
}
} // namespace
std::vector<PostFXPreset> postfx_presets = defaultPostFXPresets();
std::string postfx_file_path;
std::vector<CrtPiPreset> crtpi_presets;
std::string crtpi_file_path;
@@ -88,12 +94,16 @@ namespace Options {
}
parseField(p, "vignette", preset.vignette);
parseField(p, "scanlines", preset.scanlines);
parseField(p, "chroma", preset.chroma);
parseField(p, "chroma_min", preset.chroma_min);
parseField(p, "chroma_max", preset.chroma_max);
parseField(p, "mask", preset.mask);
parseField(p, "gamma", preset.gamma);
parseField(p, "curvature", preset.curvature);
parseField(p, "bleeding", preset.bleeding);
parseField(p, "flicker", preset.flicker);
parseField(p, "scan_dark_ratio", preset.scan_dark_ratio);
parseField(p, "scan_dark_floor", preset.scan_dark_floor);
parseField(p, "scan_edge_soft", preset.scan_edge_soft);
postfx_presets.push_back(preset);
}
}
@@ -130,6 +140,10 @@ namespace Options {
return false;
}
if (postfx_presets.empty()) {
postfx_presets = defaultPostFXPresets();
}
std::ofstream file(postfx_file_path);
if (!file.is_open()) {
std::cout << "Error: " << postfx_file_path << " can't be opened for writing" << '\n';
@@ -140,79 +154,35 @@ namespace Options {
file << "# Each preset defines the intensity of post-processing effects (0.0 to 1.0).\n";
file << "# vignette: screen darkening at the edges\n";
file << "# scanlines: horizontal scanline effect\n";
file << "# chroma: chromatic aberration (RGB color fringing)\n";
file << "# chroma_min/chroma_max: chromatic aberration (RGB color fringing) — intensitat\n";
file << "# varia entre min i max amb una sinusoidal; si coincideixen, queda estàtica\n";
file << "# mask: phosphor dot mask (RGB subpixel pattern)\n";
file << "# gamma: gamma correction input 2.4 / output 2.2\n";
file << "# curvature: CRT barrel distortion\n";
file << "# bleeding: NTSC horizontal colour bleeding\n";
file << "# flicker: phosphor CRT flicker ~50 Hz (0.0 = off, 1.0 = max)\n";
file << "# scan_dark_ratio: fracció obscura dins de cada fila lògica (1/3 ≈ 0.333)\n";
file << "# scan_dark_floor: brillantor mínima de la subfila fosca\n";
file << "# scan_edge_soft: 0 = step dur, 1 = transició d'1 píxel físic (estil crtpi)\n";
file << "\n";
file << "presets:\n";
file << " - name: \"CRT\"\n";
file << " vignette: 0.15\n";
file << " scanlines: 0.7\n";
file << " chroma: 0.2\n";
file << " mask: 0.5\n";
file << " gamma: 0.1\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"NTSC\"\n";
file << " vignette: 0.4\n";
file << " scanlines: 0.5\n";
file << " chroma: 0.2\n";
file << " mask: 0.3\n";
file << " gamma: 0.3\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.6\n";
file << " flicker: 0.0\n";
file << " - name: \"Curved\"\n";
file << " vignette: 0.5\n";
file << " scanlines: 0.6\n";
file << " chroma: 0.1\n";
file << " mask: 0.4\n";
file << " gamma: 0.4\n";
file << " curvature: 0.8\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"Scanlines\"\n";
file << " vignette: 0.0\n";
file << " scanlines: 0.8\n";
file << " chroma: 0.0\n";
file << " mask: 0.0\n";
file << " gamma: 0.0\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"Subtle\"\n";
file << " vignette: 0.3\n";
file << " scanlines: 0.4\n";
file << " chroma: 0.05\n";
file << " mask: 0.0\n";
file << " gamma: 0.2\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"CRT Live\"\n";
file << " vignette: 0.15\n";
file << " scanlines: 0.6\n";
file << " chroma: 0.3\n";
file << " mask: 0.3\n";
file << " gamma: 0.1\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.4\n";
file << " flicker: 0.8\n";
for (const auto& preset : postfx_presets) {
file << " - name: \"" << preset.name << "\"\n";
file << " vignette: " << preset.vignette << "\n";
file << " scanlines: " << preset.scanlines << "\n";
file << " chroma_min: " << preset.chroma_min << "\n";
file << " chroma_max: " << preset.chroma_max << "\n";
file << " mask: " << preset.mask << "\n";
file << " gamma: " << preset.gamma << "\n";
file << " curvature: " << preset.curvature << "\n";
file << " bleeding: " << preset.bleeding << "\n";
file << " flicker: " << preset.flicker << "\n";
file << " scan_dark_ratio: " << preset.scan_dark_ratio << "\n";
file << " scan_dark_floor: " << preset.scan_dark_floor << "\n";
file << " scan_edge_soft: " << preset.scan_edge_soft << "\n";
}
file.close();
// Cargar los presets recién escritos
postfx_presets.clear();
postfx_presets.push_back({"CRT", 0.15F, 0.7F, 0.2F, 0.5F, 0.1F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F});
postfx_presets.push_back({"Curved", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F});
postfx_presets.push_back({"Scanlines", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"Subtle", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"CRT Live", 0.15F, 0.6F, 0.3F, 0.3F, 0.1F, 0.0F, 0.4F, 0.8F});
video.shader.current_postfx_preset = 0;
return true;
@@ -333,6 +303,7 @@ namespace Options {
// Opciones de cambios pendientes
pending_changes.new_language = settings.language;
pending_changes.new_difficulty = settings.difficulty;
pending_changes.new_params_preset = settings.params_preset;
pending_changes.has_pending_changes = false;
}
@@ -375,13 +346,6 @@ namespace Options {
video.shader.current_shader = (shader_name == "crtpi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
}
}
if (vid.contains("supersampling")) {
const auto& ss_node = vid["supersampling"];
parseField(ss_node, "enabled", video.supersampling.enabled);
parseField(ss_node, "linear_upscale", video.supersampling.linear_upscale);
parseField(ss_node, "downscale_algo", video.supersampling.downscale_algo);
}
}
void loadAudioFromYaml(const fkyaml::node& yaml) {
@@ -423,8 +387,8 @@ namespace Options {
parseField(game, "language", lang_int);
const auto LANG = static_cast<Lang::Code>(lang_int);
settings.language = (LANG == Lang::Code::ENGLISH || LANG == Lang::Code::VALENCIAN || LANG == Lang::Code::SPANISH)
? LANG
: Lang::Code::ENGLISH;
? LANG
: Lang::Code::ENGLISH;
pending_changes.new_language = settings.language;
}
if (game.contains("difficulty")) {
@@ -435,7 +399,12 @@ namespace Options {
}
parseField(game, "autofire", settings.autofire);
parseField(game, "shutdown_enabled", settings.shutdown_enabled);
parseField(game, "params_file", settings.params_file);
parseField(game, "params_preset", settings.params_preset);
// Validar que el preset llegit existeix; si no, caure al default
if (std::ranges::find(PARAMS_PRESETS, settings.params_preset) == PARAMS_PRESETS.end()) {
settings.params_preset = Defaults::Settings::PARAMS_PRESET;
}
pending_changes.new_params_preset = settings.params_preset;
}
void loadControllersFromYaml(const fkyaml::node& yaml) {
@@ -558,10 +527,6 @@ namespace Options {
file << " postfx_preset: \"" << postfx_name << "\"\n";
file << " crtpi_preset: \"" << crtpi_name << "\"\n";
}
file << " supersampling:\n";
file << " enabled: " << boolToString(video.supersampling.enabled) << "\n";
file << " linear_upscale: " << boolToString(video.supersampling.linear_upscale) << "\n";
file << " downscale_algo: " << video.supersampling.downscale_algo << "\n";
file << "\n";
// AUDIO
@@ -592,7 +557,7 @@ namespace Options {
file << " difficulty: " << static_cast<int>(settings.difficulty) << " # " << static_cast<int>(Difficulty::Code::EASY) << ": easy, " << static_cast<int>(Difficulty::Code::NORMAL) << ": normal, " << static_cast<int>(Difficulty::Code::HARD) << ": hard\n";
file << " autofire: " << boolToString(settings.autofire) << "\n";
file << " shutdown_enabled: " << boolToString(settings.shutdown_enabled) << "\n";
file << " params_file: " << settings.params_file << "\n";
file << " params_preset: " << settings.params_preset << "\n";
file << "\n";
// CONTROLLERS
@@ -635,13 +600,30 @@ namespace Options {
if (pending_changes.has_pending_changes) {
settings.language = pending_changes.new_language;
settings.difficulty = pending_changes.new_difficulty;
settings.params_preset = pending_changes.new_params_preset;
pending_changes.has_pending_changes = false;
}
}
void checkPendingChanges() {
pending_changes.has_pending_changes = settings.language != pending_changes.new_language ||
settings.difficulty != pending_changes.new_difficulty;
settings.difficulty != pending_changes.new_difficulty ||
settings.params_preset != pending_changes.new_params_preset;
}
// --- Presets de paràmetres ---
auto getParamsPresetDisplayName(const std::string& preset_id) -> std::string {
if (preset_id == "classic") { return Lang::getText("[SERVICE_MENU] PRESET_CLASSIC"); }
if (preset_id == "arcade") { return Lang::getText("[SERVICE_MENU] PRESET_ARCADE"); }
if (preset_id == "red") { return Lang::getText("[SERVICE_MENU] PRESET_RED"); }
return preset_id;
}
auto getParamsPresetIdFromDisplay(const std::string& display_name) -> std::string {
const auto IT = std::ranges::find_if(PARAMS_PRESETS, [&](const std::string& id) {
return getParamsPresetDisplayName(id) == display_name;
});
return IT != PARAMS_PRESETS.end() ? *IT : Defaults::Settings::PARAMS_PRESET;
}
// Buscar y asignar un mando disponible por nombre
+23 -14
View File
@@ -29,12 +29,18 @@ namespace Options {
std::string name;
float vignette{0.6F};
float scanlines{0.7F};
float chroma{0.15F};
float mask{0.0F};
float gamma{0.0F};
// Aberració cromàtica entre min i max (si coincideixen, estàtica).
float chroma_min{0.15F};
float chroma_max{0.15F};
float mask{0.6F};
float gamma{0.8F};
float curvature{0.0F};
float bleeding{0.0F};
float flicker{0.0F};
// Forma de les scanlines (3 subpíxels per fila lògica per defecte).
float scan_dark_ratio{0.333F};
float scan_dark_floor{0.42F};
float scan_edge_soft{1.0F};
};
struct CrtPiPreset {
@@ -66,12 +72,6 @@ namespace Options {
std::string preferred_driver;
};
struct Supersampling {
bool enabled{Defaults::Video::SUPERSAMPLING};
bool linear_upscale{Defaults::Video::LINEAR_UPSCALE};
int downscale_algo{Defaults::Video::DOWNSCALE_ALGO};
};
struct ShaderConfig {
bool enabled{Defaults::Video::SHADER_ENABLED};
Rendering::ShaderType current_shader{Rendering::ShaderType::POSTFX};
@@ -88,7 +88,6 @@ namespace Options {
bool integer_scale = Defaults::Video::INTEGER_SCALE;
std::string info;
GPU gpu{};
Supersampling supersampling{};
ShaderConfig shader{};
};
@@ -126,7 +125,7 @@ namespace Options {
std::vector<int> glowing_entries = {ManageHiScoreTable::NO_ENTRY, ManageHiScoreTable::NO_ENTRY}; // Últimas posiciones de entrada en la tabla
std::string config_file; // Ruta al fichero donde guardar la configuración y las opciones del juego
std::string controllers_file; // Ruta al fichero con las configuraciones de los mandos
std::string params_file = Defaults::Settings::PARAMS_FILE; // Ruta al fichero de parámetros del juego
std::string params_preset = Defaults::Settings::PARAMS_PRESET; // Identificador del preset de parámetros (classic/arcade/red)
// Reinicia las últimas entradas de puntuación
void clearLastHiScoreEntries() {
@@ -329,11 +328,21 @@ namespace Options {
};
struct PendingChanges {
Lang::Code new_language = Lang::Code::VALENCIAN; // Idioma en espera de aplicar
Difficulty::Code new_difficulty = Difficulty::Code::NORMAL; // Dificultad en espera de aplicar
bool has_pending_changes = false; // Indica si hay cambios pendientes
Lang::Code new_language = Lang::Code::VALENCIAN; // Idioma en espera de aplicar
Difficulty::Code new_difficulty = Difficulty::Code::NORMAL; // Dificultad en espera de aplicar
std::string new_params_preset = Defaults::Settings::PARAMS_PRESET; // Preset de parámetros en espera de aplicar (requiere reinicio)
bool has_pending_changes = false; // Indica si hay cambios pendientes
};
// Lista d'identificadors de presets de paràmetres disponibles. Cada nom es correspon
// amb el .txt al pack (data/config/<id>.txt). L'ordre marca el cicle al service menu.
inline const std::vector<std::string> PARAMS_PRESETS = {"classic", "arcade", "red"};
// Tradueix l'identificador intern a la cadena visible (localitzada).
auto getParamsPresetDisplayName(const std::string& preset_id) -> std::string;
// Tradueix la cadena visible al seu identificador intern.
auto getParamsPresetIdFromDisplay(const std::string& display_name) -> std::string;
// --- Variables ---
extern Window window; // Opciones de la ventana
extern Settings settings; // Opciones del juego
+17 -6
View File
@@ -953,8 +953,8 @@ void Game::fillCanvas() {
renderItems();
balloon_manager_->render();
tabe_->render();
bullet_manager_->render();
renderPlayers();
bullet_manager_->render();
renderPathSprites();
@@ -1315,7 +1315,13 @@ void Game::demoHandleInput() {
// Procesa las entradas para un jugador específico durante el modo demo.
void Game::demoHandlePlayerInput(const std::shared_ptr<Player>& player, int index) {
const auto& demo_data = demo_.data.at(index).at(demo_.index);
// Guarda: si el fade no s'arriba a disparar (frame skip al == TOTAL_DEMO_DATA-200)
// i demo_.index passa de 2000, fem loop al primer frame en comptes de petar.
const auto& demo_data_vec = demo_.data.at(index);
if (demo_data_vec.empty()) {
return;
}
const auto& demo_data = demo_data_vec.at(static_cast<size_t>(demo_.index) % demo_data_vec.size());
if (demo_data.left == 1) {
player->setInput(Input::Action::LEFT);
@@ -1341,8 +1347,8 @@ void Game::handleFireInput(const std::shared_ptr<Player>& player, Bullet::Type t
switch (type) {
case Bullet::Type::UP:
player->setInput(Input::Action::FIRE_CENTER);
bullet.x = 2 + player->getPosX() + ((Player::WIDTH - Bullet::WIDTH) / 2);
bullet.y = player->getPosY() - (Bullet::HEIGHT / 2);
bullet.x = 1 + player->getPosX() + ((Player::WIDTH - Bullet::WIDTH) / 2);
bullet.y = player->getPosY() - (Bullet::HEIGHT / 2) - 2;
break;
case Bullet::Type::LEFT:
player->setInput(Input::Action::FIRE_LEFT);
@@ -1756,8 +1762,13 @@ void Game::updateDemo(float delta_time) {
demo_.elapsed_s += delta_time;
demo_.index = static_cast<int>(demo_.elapsed_s * 60.0F);
// Activa el fundido antes de acabar con los datos de la demo
if (demo_.index == TOTAL_DEMO_DATA - 200) {
// Activa el fundido abans d'acabar amb les dades de la demo.
// Cal >= (no ==) perquè un frame lent (p.ex. canviar preset des del
// service menu) podria saltar exactament el frame 1800 i deixar la
// demo en bucle infinit fins a petar al .at(2000).
// fade_out_->activate() ja és idempotent (Fade::activate retorna si
// l'estat ja no és NOT_ENABLED).
if (demo_.index >= TOTAL_DEMO_DATA - 200) {
fade_out_->setType(Fade::Type::RANDOM_SQUARE2);
fade_out_->setPostDuration(param.fade.post_duration_ms);
fade_out_->activate();
-1
View File
@@ -36,7 +36,6 @@ HiScoreTable::HiScoreTable()
background_(std::make_unique<Background>()),
view_area_(SDL_FRect{.x = 0, .y = 0, .w = param.game.width, .h = param.game.height}),
fade_mode_(Fade::Mode::IN),
background_fade_color_(Color(0, 0, 0)) {
// Inicializa el resto
Section::name = Section::Name::HI_SCORE_TABLE;
+6 -6
View File
@@ -55,12 +55,12 @@ class HiScoreTable {
std::vector<Path> paths_; // Vector con los recorridos precalculados
// --- Variables ---
float elapsed_time_ = 0.0F; // Tiempo transcurrido (segundos)
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FRect view_area_; // Parte de la textura que se muestra en pantalla
Fade::Mode fade_mode_; // Modo de fade a utilizar
Color background_fade_color_; // Color de atenuación del fondo
std::vector<Color> entry_colors_; // Colores para destacar las entradas en la tabla
float elapsed_time_ = 0.0F; // Tiempo transcurrido (segundos)
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
SDL_FRect view_area_; // Parte de la textura que se muestra en pantalla
Fade::Mode fade_mode_ = Fade::Mode::IN; // Modo de fade a utilizar
Color background_fade_color_; // Color de atenuación del fondo
std::vector<Color> entry_colors_; // Colores para destacar las entradas en la tabla
// --- Flags para eventos basados en tiempo ---
struct HiScoreFlags {
-1
View File
@@ -35,7 +35,6 @@ Title::Title()
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
state_(State::LOGO_ANIMATING),
num_controllers_(Input::get()->getNumGamepads()) {
// Configura objetos
tiled_bg_->setColor(param.title.bg_color);
+1 -1
View File
@@ -94,7 +94,7 @@ class Title {
Anchor anchor_; // Anclas para definir la posición de los elementos del título
Section::Name next_section_; // Siguiente sección a cargar
Section::Options selection_ = Section::Options::TITLE_TIME_OUT; // Opción elegida en el título
State state_; // Estado actual de la sección
State state_ = State::LOGO_ANIMATING; // Estado actual de la sección
Uint64 last_time_ = 0; // Último timestamp para calcular delta-time
float counter_time_ = 0.0F; // Temporizador para la pantalla de título (en segundos)
float blink_accumulator_ = 0.0F; // Acumulador para el parpadeo (en segundos)
-1
View File
@@ -33,7 +33,6 @@ Notifier::Notifier(const std::string& icon_file, std::shared_ptr<Text> text)
icon_texture_(!icon_file.empty() ? std::make_unique<Texture>(renderer_, icon_file) : nullptr),
text_(std::move(text)),
bg_color_(param.notification.color),
stack_(false),
has_icons_(!icon_file.empty()) {}
// Dibuja las notificaciones por pantalla
+2 -2
View File
@@ -88,8 +88,8 @@ class Notifier {
std::vector<Notification> notifications_; // Lista de notificaciones activas
Color bg_color_; // Color de fondo de las notificaciones
// Nota: wait_time_ eliminado, ahora se usa STAY_DURATION_S
bool stack_; // Indica si las notificaciones se apilan
bool has_icons_; // Indica si el notificador tiene textura para iconos
bool stack_ = false; // Indica si las notificaciones se apilan
bool has_icons_; // Indica si el notificador tiene textura para iconos
// --- Métodos internos ---
void clearFinishedNotifications(); // Elimina las notificaciones cuyo estado es FINISHED
+26 -16
View File
@@ -28,9 +28,7 @@ void ServiceMenu::destroy() { delete ServiceMenu::instance; }
auto ServiceMenu::get() -> ServiceMenu* { return ServiceMenu::instance; }
// Constructor
ServiceMenu::ServiceMenu()
: current_settings_group_(SettingsGroup::MAIN),
previous_settings_group_(current_settings_group_) {
ServiceMenu::ServiceMenu() {
auto element_text = Resource::get()->getText("04b_25_flat");
auto title_text = Resource::get()->getText("04b_25_flat_2x");
@@ -377,11 +375,6 @@ void ServiceMenu::addVideoOptions() {
addVideoShaderOption();
addVideoPresetOption();
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] SUPERSAMPLING"),
SettingsGroup::VIDEO,
&Options::video.supersampling.enabled));
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] VSYNC"),
SettingsGroup::VIDEO,
@@ -543,6 +536,22 @@ void ServiceMenu::addSettingsOptions() {
Options::checkPendingChanges();
}));
// Preset de paràmetres (requereix reinici): cicla classic/arcade/red
std::vector<std::string> preset_display_names;
preset_display_names.reserve(Options::PARAMS_PRESETS.size());
std::ranges::transform(Options::PARAMS_PRESETS, std::back_inserter(preset_display_names), Options::getParamsPresetDisplayName);
options_.push_back(std::make_unique<ListOption>(
Lang::getText("[SERVICE_MENU] GAME_PRESET"),
SettingsGroup::SETTINGS,
preset_display_names,
[]() -> std::string {
return Options::getParamsPresetDisplayName(Options::pending_changes.new_params_preset);
},
[](const std::string& val) -> void {
Options::pending_changes.new_params_preset = Options::getParamsPresetIdFromDisplay(val);
Options::checkPendingChanges();
}));
options_.push_back(std::make_unique<BoolOption>(
Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"),
SettingsGroup::SETTINGS,
@@ -550,13 +559,21 @@ void ServiceMenu::addSettingsOptions() {
}
void ServiceMenu::addSystemOptions() {
// Al navegador no podem reiniciar el procés (execv no existeix), així que amaguem
// l'opció en compte de mostrar un fals reset que no recarrega params/finestra.
#ifdef __EMSCRIPTEN__
constexpr bool RESET_HIDDEN = true;
#else
constexpr bool RESET_HIDDEN = false;
#endif
options_.push_back(std::make_unique<ActionOption>(
Lang::getText("[SERVICE_MENU] RESET"),
SettingsGroup::SYSTEM,
[this]() -> void {
Section::name = Section::Name::RESET;
toggle();
}));
},
RESET_HIDDEN));
options_.push_back(std::make_unique<ActionOption>(
Lang::getText("[SERVICE_MENU] QUIT"),
@@ -680,13 +697,6 @@ void ServiceMenu::setHiddenOptions() {
}
}
{
auto* option = getOptionByCaption(Lang::getText("[SERVICE_MENU] SUPERSAMPLING"));
if (option != nullptr) {
option->setHidden(!HW_ACCEL || !Options::video.shader.enabled || Options::video.shader.current_shader != Rendering::ShaderType::POSTFX);
}
}
#ifdef __EMSCRIPTEN__
// En la versión web no tiene sentido exponer: permitir apagar el sistema
// (no aplica al navegador) ni salir del juego (lo gestiona el navegador).
+11 -11
View File
@@ -88,8 +88,8 @@ class ServiceMenu {
std::vector<std::unique_ptr<MenuOption>> options_;
std::vector<MenuOption*> display_options_;
std::vector<std::pair<std::string, std::string>> option_pairs_;
SettingsGroup current_settings_group_;
SettingsGroup previous_settings_group_;
SettingsGroup current_settings_group_ = SettingsGroup::MAIN;
SettingsGroup previous_settings_group_ = SettingsGroup::MAIN;
std::string title_;
size_t selected_ = 0;
size_t main_menu_selected_ = 0;
@@ -103,15 +103,15 @@ class ServiceMenu {
void updateDisplayOptions();
void updateOptionPairs();
void initializeOptions();
void addControlsOptions(); // CONTROLS: mandos 1/2, teclat, swap
void addVideoOptions(); // VIDEO: orquestra els blocs de vídeo
void addVideoShaderOption(); // VIDEO: tria de shader (Disabled/PostFX/CrtPi)
void addVideoPresetOption(); // VIDEO: cicla presets del shader actiu
void addVideoFilterOption(); // VIDEO: filtre Nearest/Linear (fallback SDL)
void addAudioOptions(); // AUDIO: enabled + tres volums
void addSettingsOptions(); // SETTINGS: autofire, idioma, dificultat, shutdown
void addSystemOptions(); // SYSTEM: reset, quit, shutdown
void addMainMenuOptions(); // MAIN: carpetes de menú
void addControlsOptions(); // CONTROLS: mandos 1/2, teclat, swap
void addVideoOptions(); // VIDEO: orquestra els blocs de vídeo
void addVideoShaderOption(); // VIDEO: tria de shader (Disabled/PostFX/CrtPi)
void addVideoPresetOption(); // VIDEO: cicla presets del shader actiu
void addVideoFilterOption(); // VIDEO: filtre Nearest/Linear (fallback SDL)
void addAudioOptions(); // AUDIO: enabled + tres volums
void addSettingsOptions(); // SETTINGS: autofire, idioma, dificultat, shutdown
void addSystemOptions(); // SYSTEM: reset, quit, shutdown
void addMainMenuOptions(); // MAIN: carpetes de menú
void updateMenu();
void applySettings();
void applyControlsSettings();
+2 -2
View File
@@ -12,8 +12,8 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
#include "core/system/director.hpp" // Para Director
auto SDL_AppInit(void** appstate, int /*argc*/, char** /*argv*/) -> SDL_AppResult {
*appstate = new Director();
auto SDL_AppInit(void** appstate, int argc, char** argv) -> SDL_AppResult {
*appstate = new Director(argc, argv);
return SDL_APP_CONTINUE;
}
+1
View File
@@ -1,3 +1,4 @@
// NOLINTNEXTLINE(bugprone-reserved-identifier) -- requerido por <cmath> para exponer M_PI en MSVC
#define _USE_MATH_DEFINES
#include "utils/color.hpp"
+1 -1
View File
@@ -1,5 +1,5 @@
#pragma once
namespace Texts {
constexpr const char* VERSION = "2026.04.14"; // Versión del juego (también usada por el Makefile)
constexpr const char* VERSION = "2026.05.17"; // Versión del juego (también usada por el Makefile)
} // namespace Texts
+11 -10
View File
@@ -10,9 +10,10 @@
#include <string> // Para string, basic_string, stoi, stof, hash, allocator, operator==, char_traits, operator+, operator>>, getline
#include <unordered_map> // Para unordered_map, operator==, _Node_iterator_base
#include "game/ui/notifier.hpp" // Para Notifier
#include "utils/color.hpp" // Para Color
#include "utils/utils.hpp" // Para Zone, stringToBool, getFileName
#include "core/resources/resource_helper.hpp" // Para ResourceHelper::loadFile
#include "game/ui/notifier.hpp" // Para Notifier
#include "utils/color.hpp" // Para Color
#include "utils/utils.hpp" // Para Zone, stringToBool, getFileName
// Variable global - ahora se inicializa automáticamente con valores por defecto
Param param;
@@ -42,22 +43,24 @@ void Param::precalculateZones() {
game.game_area.third_quarter_y = game.game_area.rect.h / 4 * 3;
}
// Carga los parámetros desde un archivo
// Carga los parámetros desde un archivo (busca primer al pack, fallback al filesystem)
void loadParamsFromFile(const std::string& file_path) {
// Los parámetros ya están inicializados con valores por defecto
// Solo necesitamos abrir el archivo y sobrescribir los valores que aparezcan
std::ifstream file(file_path);
if (!file.is_open()) {
auto buffer = ResourceHelper::loadFile(file_path);
if (buffer.empty()) {
std::cout << "Error: No se pudo abrir el archivo " << file_path << '\n';
throw std::runtime_error("No se pudo abrir el archivo: " + file_path);
}
std::string content(buffer.begin(), buffer.end());
std::istringstream stream(content);
std::string line;
std::string param_name;
std::string param_value;
while (std::getline(file, line)) {
while (std::getline(stream, line)) {
// Elimina comentarios
auto comment_pos = line.find('#');
if (comment_pos != std::string::npos) {
@@ -73,8 +76,6 @@ void loadParamsFromFile(const std::string& file_path) {
}
}
file.close();
// Recalcula las zonas después de cargar todos los parámetros
param.precalculateZones();
}
-6
View File
@@ -15,8 +15,6 @@ cmake_policy(SET CMP0007 NEW)
set(SHADER_SOURCES
"postfx.vert"
"postfx.frag"
"upscale.frag"
"downscale.frag"
"crtpi_frag.glsl"
)
@@ -24,15 +22,11 @@ set(SHADER_SOURCES
set(SHADER_VARS
"kpostfx_vert_spv"
"kpostfx_frag_spv"
"kupscale_frag_spv"
"kdownscale_frag_spv"
"kcrtpi_frag_spv"
)
# Flags extra de glslc para cada shader (vacío si no hay)
set(SHADER_FLAGS
""
""
""
""
"-fshader-stage=frag"