eliminades referencies a opengl
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@@ -25,7 +25,7 @@ Screen* Screen::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Screen::init() {
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Screen::instance = new Screen();
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Screen::initShaders(); // Llamar aquí para que Screen::get() ya devuelva la instancia
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Screen::initPostFX(); // Llamar aquí para que Screen::get() ya devuelva la instancia
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}
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// Libera la instancia
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@@ -256,12 +256,12 @@ void Screen::renderInfo() const {
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}
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}
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#endif
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// Inicializa los shaders (SDL3GPU)
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void Screen::initShaders() {
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// Inicializa PostFX (SDL3GPU)
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void Screen::initPostFX() {
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#ifndef NO_SHADERS
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auto* self = Screen::get();
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if (self == nullptr) {
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SDL_Log("Screen::initShaders: instance is null, skipping");
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SDL_Log("Screen::initPostFX: instance is null, skipping");
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return;
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}
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if (!self->shader_backend_) {
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@@ -269,9 +269,9 @@ void Screen::initShaders() {
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}
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if (!self->shader_backend_->isHardwareAccelerated()) {
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const bool ok = self->shader_backend_->init(self->window_, self->game_canvas_, "", "");
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SDL_Log("Screen::initShaders: SDL3GPUShader::init() = %s", ok ? "OK" : "FAILED");
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SDL_Log("Screen::initPostFX: SDL3GPUShader::init() = %s", ok ? "OK" : "FAILED");
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}
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SDL_Log("Screen::initShaders: presets=%d current=%d postfx=%s",
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SDL_Log("Screen::initPostFX: presets=%d current=%d postfx=%s",
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static_cast<int>(Options::postfx_presets.size()),
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Options::current_postfx_preset,
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Options::video.postfx ? "ON" : "OFF");
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@@ -279,11 +279,6 @@ void Screen::initShaders() {
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#endif
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}
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// Inicializa PostFX (alias de initShaders)
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void Screen::initPostFX() {
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initShaders();
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}
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// Calcula el tamaño de la ventana
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void Screen::adjustWindowSize() {
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if (!Options::video.fullscreen) {
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@@ -443,11 +438,6 @@ void Screen::getDisplayInfo() {
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}
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}
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// Alterna entre activar y desactivar los shaders (backward compat)
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void Screen::toggleShaders() {
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Screen::togglePostFX();
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}
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// Alterna entre activar y desactivar los efectos PostFX
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void Screen::togglePostFX() {
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Options::video.postfx = !Options::video.postfx;
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@@ -469,16 +459,19 @@ void Screen::nextPostFXPreset() {
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// Alterna entre activar y desactivar el supersampling 3x
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void Screen::toggleSupersampling() {
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Options::video.supersampling = !Options::video.supersampling;
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Options::video.supersampling = (Options::video.supersampling % 3) + 1;
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auto* self = Screen::get();
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if (self != nullptr && self->shader_backend_) {
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self->shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
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if (self != nullptr && self->shader_backend_ && self->shader_backend_->isHardwareAccelerated()) {
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self->applyCurrentPostFXPreset();
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}
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}
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// Aplica el preset PostFX activo al backend
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void Screen::applyCurrentPostFXPreset() {
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if (!shader_backend_) { return; }
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// setOversample PRIMERO: puede recrear texturas antes de que setPostFXParams
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// decida si hornear scanlines en CPU o aplicarlas en GPU.
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shader_backend_->setOversample(Options::video.supersampling);
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Rendering::PostFXParams p{};
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if (Options::video.postfx && !Options::postfx_presets.empty()) {
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const auto& preset = Options::postfx_presets.at(static_cast<size_t>(Options::current_postfx_preset));
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@@ -490,8 +483,8 @@ void Screen::applyCurrentPostFXPreset() {
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p.curvature = preset.curvature;
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p.bleeding = preset.bleeding;
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p.flicker = preset.flicker;
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SDL_Log("Screen::applyCurrentPostFXPreset: preset='%s' scan=%.2f vign=%.2f chroma=%.2f",
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preset.name.c_str(), p.scanlines, p.vignette, p.chroma);
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SDL_Log("Screen::applyCurrentPostFXPreset: preset='%s' scan=%.2f vign=%.2f chroma=%.2f ss=%d×",
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preset.name.c_str(), p.scanlines, p.vignette, p.chroma, Options::video.supersampling);
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} else {
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SDL_Log("Screen::applyCurrentPostFXPreset: PostFX=%s presets=%d → passthrough",
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Options::video.postfx ? "ON" : "OFF",
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