eliminades referencies a opengl

This commit is contained in:
2026-03-23 17:04:21 +01:00
parent 58512840a4
commit 270cd1d487
19 changed files with 104 additions and 80 deletions

View File

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