89 lines
2.8 KiB
C++
89 lines
2.8 KiB
C++
#pragma once
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#include <SDL3/SDL.h>
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#include <string>
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#include <utility>
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namespace Rendering {
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/** @brief Identificador del shader de post-procesado activo */
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enum class ShaderType { POSTFX,
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CRTPI };
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/**
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* @brief Parámetros de intensidad de los efectos PostFX
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*/
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struct PostFXParams {
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float vignette = 0.0F;
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float scanlines = 0.0F;
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float chroma = 0.0F;
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float mask = 0.0F;
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float gamma = 0.0F;
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float curvature = 0.0F;
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float bleeding = 0.0F;
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float flicker = 0.0F;
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};
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/**
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* @brief Parámetros del shader CRT-Pi (algoritmo de scanlines continuas)
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*/
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struct CrtPiParams {
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float scanline_weight{6.0F};
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float scanline_gap_brightness{0.12F};
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float bloom_factor{3.5F};
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float input_gamma{2.4F};
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float output_gamma{2.2F};
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float mask_brightness{0.80F};
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float curvature_x{0.05F};
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float curvature_y{0.10F};
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int mask_type{2};
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bool enable_scanlines{true};
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bool enable_multisample{true};
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bool enable_gamma{true};
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bool enable_curvature{false};
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bool enable_sharper{false};
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};
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/**
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* @brief Interfaz abstracta para backends de renderizado con shaders
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*/
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class ShaderBackend {
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public:
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virtual ~ShaderBackend() = default;
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virtual auto init(SDL_Window* window,
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SDL_Texture* texture,
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const std::string& vertex_source,
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const std::string& fragment_source) -> bool = 0;
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virtual void render() = 0;
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virtual void setTextureSize(float width, float height) = 0;
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virtual void cleanup() = 0;
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virtual void uploadPixels(const Uint32* /*pixels*/, int /*width*/, int /*height*/) {}
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virtual void setPostFXParams(const PostFXParams& /*p*/) {}
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virtual void setVSync(bool /*vsync*/) {}
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virtual void setScaleMode(bool /*integer_scale*/) {}
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virtual void setOversample(int /*factor*/) {}
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virtual void setLinearUpscale(bool /*linear*/) {}
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[[nodiscard]] virtual auto isLinearUpscale() const -> bool { return false; }
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virtual void setDownscaleAlgo(int /*algo*/) {}
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[[nodiscard]] virtual auto getDownscaleAlgo() const -> int { return 0; }
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[[nodiscard]] virtual auto getSsTextureSize() const -> std::pair<int, int> { return {0, 0}; }
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[[nodiscard]] virtual auto isHardwareAccelerated() const -> bool = 0;
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[[nodiscard]] virtual auto getDriverName() const -> std::string { return {}; }
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virtual void setPreferredDriver(const std::string& /*driver*/) {}
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virtual void setActiveShader(ShaderType /*type*/) {}
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virtual void setCrtPiParams(const CrtPiParams& /*p*/) {}
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[[nodiscard]] virtual auto getActiveShader() const -> ShaderType { return ShaderType::POSTFX; }
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};
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} // namespace Rendering
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