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