primera implementacio de postfx

This commit is contained in:
2026-03-23 13:18:36 +01:00
parent 99cc803f21
commit 2f3161d701
23 changed files with 13306 additions and 771 deletions

View File

@@ -1,8 +1,9 @@
#include "screen.hpp"
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_LogCategory, SDL_GetError, SDL_LogError, SDL_LogInfo, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetDisplayName, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_OPENGL, SDL_WindowFlags
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_RenderTexture, SDL_SetRenderDrawColor, SDL_SetRenderVSync, SDL_LogCategory, SDL_GetError, SDL_LogError, SDL_LogInfo, SDL_RendererLogicalPresentation, SDL_SetRenderLogicalPresentation, SDL_CreateTexture, SDL_DestroyTexture, SDL_DestroyWindow, SDL_GetDisplayName, SDL_GetTicks, SDL_Quit, SDL_RENDERER_VSYNC_DISABLED, SDL_RenderClear, SDL_CreateRenderer, SDL_CreateWindow, SDL_DestroyRenderer, SDL_DisplayID, SDL_FRect, SDL_GetCurrentDisplayMode, SDL_GetDisplays, SDL_GetRenderTarget, SDL_GetWindowPosition, SDL_GetWindowSize, SDL_Init, SDL_LogWarn, SDL_PixelFormat, SDL_RenderFillRect, SDL_RenderPresent, SDL_SetHint, SDL_SetRenderDrawBlendMode, SDL_SetTextureScaleMode, SDL_SetWindowFullscreen, SDL_SetWindowPosition, SDL_SetWindowSize, SDL_TextureAccess, SDL_free, SDL_BLENDMODE_BLEND, SDL_HINT_RENDER_DRIVER, SDL_INIT_VIDEO, SDL_ScaleMode, SDL_WINDOW_FULLSCREEN, SDL_WindowFlags
#include <algorithm> // Para min, max
#include <cstring> // Para memcpy
#include <memory> // Para allocator, shared_ptr, unique_ptr, __shared_ptr_access, make_shared, make_unique
#include <string> // Para basic_string, operator+, char_traits, to_string, string
#include <vector> // Para vector
@@ -11,8 +12,7 @@
#include "mouse.hpp" // Para updateCursorVisibility
#include "options.hpp" // Para Video, video, Window, window
#include "param.hpp" // Para Param, param, ParamGame, ParamDebug
#include "rendering/opengl/opengl_shader.hpp" // Para OpenGLShader
#include "shader_backend.hpp" // Para ShaderBackend
#include "rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
#include "text.hpp" // Para Text
#include "texture.hpp" // Para Texture
#include "ui/logger.hpp" // Para info
@@ -23,7 +23,10 @@
Screen* Screen::instance = nullptr;
// Inicializa la instancia única del singleton
void Screen::init() { Screen::instance = new Screen(); }
void Screen::init() {
Screen::instance = new Screen();
Screen::initShaders(); // Llamar aquí para que Screen::get() ya devuelva la instancia
}
// Libera la instancia
void Screen::destroy() { delete Screen::instance; }
@@ -44,9 +47,12 @@ Screen::Screen()
initSDLVideo();
// Crea la textura de destino
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
// Inicializar buffer de píxeles para SDL3GPU
pixel_buffer_.resize(static_cast<size_t>(param.game.width) * static_cast<size_t>(param.game.height));
// Crea el objeto de texto
createText();
@@ -63,8 +69,6 @@ Screen::Screen()
SDL_RenderClear(renderer_);
SDL_RenderPresent(renderer_);
// Ahora sí inicializar los shaders
initShaders();
}
// Destructor
@@ -101,15 +105,37 @@ void Screen::coreRender() {
// Renderiza el contenido del game_canvas_
void Screen::renderPresent() {
#ifndef NO_SHADERS
if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
// Leer píxeles de game_canvas_ con la API SDL3 (devuelve SDL_Surface*)
SDL_SetRenderTarget(renderer_, game_canvas_);
SDL_Surface* surface = SDL_RenderReadPixels(renderer_, nullptr);
if (surface != nullptr) {
if (surface->format == SDL_PIXELFORMAT_ARGB8888) {
std::memcpy(pixel_buffer_.data(), surface->pixels,
pixel_buffer_.size() * sizeof(Uint32));
} else {
SDL_Surface* converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ARGB8888);
if (converted != nullptr) {
std::memcpy(pixel_buffer_.data(), converted->pixels,
pixel_buffer_.size() * sizeof(Uint32));
SDL_DestroySurface(converted);
}
}
SDL_DestroySurface(surface);
}
SDL_SetRenderTarget(renderer_, nullptr);
// Subir a GPU y presentar con PostFX
shader_backend_->uploadPixels(pixel_buffer_.data(), param.game.width, param.game.height);
shader_backend_->render();
return;
}
#endif
// Fallback: SDL_Renderer
SDL_SetRenderTarget(renderer_, nullptr);
clean();
if (Options::video.shaders && shader_backend_) {
shader_backend_->render();
} else {
SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}
SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}
// Establece el modo de video
@@ -230,61 +256,32 @@ void Screen::renderInfo() const {
}
}
#endif
// Carga el contenido de los archivos GLSL
void Screen::loadShaders() {
if (vertex_shader_source_.empty()) {
// Detectar si necesitamos OpenGL ES (Raspberry Pi)
// Intentar cargar versión ES primero si existe
std::string vertex_file = "crtpi_vertex_es.glsl";
auto data = Asset::get()->loadData(vertex_file);
if (data.empty()) {
// Si no existe versión ES, usar versión Desktop
vertex_file = "crtpi_vertex.glsl";
data = Asset::get()->loadData(vertex_file);
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Usando shaders OpenGL Desktop 3.3");
Logger::info("Usando shaders OpenGL Desktop 3.3");
} else {
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Usando shaders OpenGL ES 3.0 (Raspberry Pi)");
Logger::info("Usando shaders OpenGL ES 3.0 (Raspberry Pi)");
}
if (!data.empty()) {
vertex_shader_source_ = std::string(data.begin(), data.end());
}
// Inicializa los shaders (SDL3GPU)
void Screen::initShaders() {
#ifndef NO_SHADERS
auto* self = Screen::get();
if (self == nullptr) {
SDL_Log("Screen::initShaders: instance is null, skipping");
return;
}
if (fragment_shader_source_.empty()) {
// Intentar cargar versión ES primero si existe
std::string fragment_file = "crtpi_fragment_es.glsl";
auto data = Asset::get()->loadData(fragment_file);
if (data.empty()) {
// Si no existe versión ES, usar versión Desktop
fragment_file = "crtpi_fragment.glsl";
data = Asset::get()->loadData(fragment_file);
}
if (!data.empty()) {
fragment_shader_source_ = std::string(data.begin(), data.end());
}
if (!self->shader_backend_) {
self->shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
}
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::initShaders: presets=%d current=%d postfx=%s",
static_cast<int>(Options::postfx_presets.size()),
Options::current_postfx_preset,
Options::video.postfx ? "ON" : "OFF");
self->applyCurrentPostFXPreset();
#endif
}
// Inicializa los shaders
void Screen::initShaders() {
#ifndef __APPLE__
if (Options::video.shaders) {
loadShaders();
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
}
shader_backend_->init(window_, game_canvas_, vertex_shader_source_, fragment_shader_source_);
}
#else
// En macOS, OpenGL está deprecated y rinde mal
// TODO: Implementar backend de Metal para shaders en macOS
Logger::info("WARNING: Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.", Logger::YELLOW);
#endif
// Inicializa PostFX (alias de initShaders)
void Screen::initPostFX() {
initShaders();
}
// Calcula el tamaño de la ventana
@@ -350,32 +347,13 @@ auto Screen::initSDLVideo() -> bool {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Failed to set Metal hint!");
}
#else
// Configurar hint de render driver
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Failed to set OpenGL hint!");
}
#ifdef _WIN32
// Windows: Pedir explícitamente OpenGL 3.3 Core Profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Solicitando OpenGL 3.3 Core Profile");
Logger::info("Solicitando OpenGL 3.3 Core Profile");
#else
// Linux: Dejar que SDL elija (Desktop 3.3 en PC, ES 3.0 en RPi automáticamente)
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Usando OpenGL por defecto del sistema");
Logger::info("Usando OpenGL por defecto del sistema");
#endif
#endif
// Crear ventana
#ifdef __APPLE__
SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
#else
SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
SDL_WindowFlags window_flags = 0;
#endif
if (Options::video.fullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN;
@@ -465,22 +443,79 @@ void Screen::getDisplayInfo() {
}
}
// Alterna entre activar y desactivar los shaders
// Alterna entre activar y desactivar los shaders (backward compat)
void Screen::toggleShaders() {
Options::video.shaders = !Options::video.shaders;
initShaders();
Screen::togglePostFX();
}
// Alterna entre activar y desactivar los efectos PostFX
void Screen::togglePostFX() {
Options::video.postfx = !Options::video.postfx;
auto* self = Screen::get();
if (self != nullptr) {
self->applyCurrentPostFXPreset();
}
}
// Avanza al siguiente preset PostFX
void Screen::nextPostFXPreset() {
if (Options::postfx_presets.empty()) { return; }
Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
auto* self = Screen::get();
if (self != nullptr) {
self->applyCurrentPostFXPreset();
}
}
// Alterna entre activar y desactivar el supersampling 3x
void Screen::toggleSupersampling() {
Options::video.supersampling = !Options::video.supersampling;
auto* self = Screen::get();
if (self != nullptr && self->shader_backend_) {
self->shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
}
}
// Aplica el preset PostFX activo al backend
void Screen::applyCurrentPostFXPreset() {
if (!shader_backend_) { return; }
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));
p.vignette = preset.vignette;
p.scanlines = preset.scanlines;
p.chroma = preset.chroma;
p.mask = preset.mask;
p.gamma = preset.gamma;
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);
} else {
SDL_Log("Screen::applyCurrentPostFXPreset: PostFX=%s presets=%d → passthrough",
Options::video.postfx ? "ON" : "OFF",
static_cast<int>(Options::postfx_presets.size()));
}
shader_backend_->setPostFXParams(p);
}
// Alterna entre activar y desactivar el escalado entero
void Screen::toggleIntegerScale() {
Options::video.integer_scale = !Options::video.integer_scale;
SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, Options::video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
if (shader_backend_) {
shader_backend_->setScaleMode(Options::video.integer_scale);
}
}
// Alterna entre activar y desactivar el V-Sync
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);
}
}
// Establece el estado del V-Sync