Files
orni-attack/source/core/rendering/sdl_manager.cpp
T
JailDesigner a7aecbadd1 Fase 8c: postpro (bloom + flicker + background) en SDL_gpu
Renderiza la escena de líneas a una textura offscreen y aplica un pase
final de postpro que compone la imagen al swapchain. El shader del
postpro hace tres cosas:

- Bloom: kernel gaussiano 5×5 con high-pass por luminancia. Configurable
  vía intensity, threshold y radius_px.
- Flicker: multiplicador global de brillo modulado por sin(time*freq).
  Sustituye al antiguo ColorOscillator CPU; eliminados oscillator.{hpp,cpp}
  y Defaults::Color. SDLManager::updateColors queda como no-op para no
  tocar las escenas que lo invocaban.
- Background pulse: color de fondo aditivo entre color_min y color_max,
  pulsando en el tiempo.

Parámetros expuestos en data/config/postfx.yaml y cargados con fkYAML.
Si el archivo falta o falla, se usan defaults built-in. UV.y invertida
en el vertex shader del postpro para compensar la convención de
muestreo de SDL_gpu/Vulkan (el line shader sigue con su ndc.y flip).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 08:52:03 +02:00

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// sdl_manager.cpp - Implementació del gestor SDL3
// © 2025 Port a C++20 con SDL3
#include "sdl_manager.hpp"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <format>
#include <iostream>
#include "core/config/postfx_config.hpp"
#include "core/defaults.hpp"
#include "core/input/mouse.hpp"
#include "core/rendering/coordinate_transform.hpp"
#include "core/rendering/line_renderer.hpp"
#include "game/options.hpp"
#include "project.h"
namespace {
auto initWindowAndGpu(SDL_Window** out_window,
Rendering::Renderer& gpu_renderer,
int width, int height, bool fullscreen) -> bool {
// Construir título dinámico
const std::string TITLE = std::format("{} v{} ({})", Project::LONG_NAME, Project::VERSION, Project::COPYRIGHT);
SDL_WindowFlags flags = SDL_WINDOW_RESIZABLE;
if (fullscreen) {
flags = static_cast<SDL_WindowFlags>(flags | SDL_WINDOW_FULLSCREEN);
}
SDL_Window* window = SDL_CreateWindow(TITLE.c_str(), width, height, flags);
if (window == nullptr) {
std::cerr << "Error creant finestra: " << SDL_GetError() << '\n';
return false;
}
if (!fullscreen) {
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
// Inicializar el FrameRenderer (claim del window + pipeline de líneas).
if (!gpu_renderer.init(window,
static_cast<float>(Defaults::Game::WIDTH),
static_cast<float>(Defaults::Game::HEIGHT))) {
std::cerr << "Error inicialitzant GpuFrameRenderer\n";
SDL_DestroyWindow(window);
return false;
}
gpu_renderer.setVSync(Options::rendering.vsync != 0);
// Cargar parámetros del postpro desde el resource pack. Si el YAML falta
// o falla, el loader devuelve los defaults built-in (bloom suave + flicker
// sutil + background verde tenue).
gpu_renderer.setPostFx(Config::PostFx::load("config/postfx.yaml"));
*out_window = window;
return true;
}
} // namespace
SDLManager::SDLManager()
: finestra_(nullptr),
fps_accumulator_(0.0F),
fps_frame_count_(0),
fps_display_(0),
current_width_(Defaults::Window::WIDTH),
current_height_(Defaults::Window::HEIGHT),
is_fullscreen_(false),
max_width_(1920),
max_height_(1080),
zoom_factor_(Defaults::Window::BASE_ZOOM),
windowed_width_(Defaults::Window::WIDTH),
windowed_height_(Defaults::Window::HEIGHT),
max_zoom_(1.0F) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
std::cerr << "Error inicialitzant SDL3: " << SDL_GetError() << '\n';
return;
}
calculateMaxWindowSize();
if (!initWindowAndGpu(&finestra_, gpu_renderer_, current_width_, current_height_, false)) {
SDL_Quit();
return;
}
updateViewport();
std::cout << "SDL3 inicialitzat: " << current_width_ << "x" << current_height_
<< " (logic: " << Defaults::Game::WIDTH << "x"
<< Defaults::Game::HEIGHT << ")" << '\n';
}
SDLManager::SDLManager(int width, int height, bool fullscreen)
: finestra_(nullptr),
fps_accumulator_(0.0F),
fps_frame_count_(0),
fps_display_(0),
current_width_(width),
current_height_(height),
is_fullscreen_(fullscreen),
max_width_(1920),
max_height_(1080),
zoom_factor_(static_cast<float>(width) / Defaults::Window::WIDTH),
windowed_width_(width),
windowed_height_(height),
max_zoom_(1.0F) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
std::cerr << "Error inicialitzant SDL3: " << SDL_GetError() << '\n';
return;
}
calculateMaxWindowSize();
if (!initWindowAndGpu(&finestra_, gpu_renderer_, current_width_, current_height_, is_fullscreen_)) {
SDL_Quit();
return;
}
updateViewport();
// En fullscreen: forzar ocultació permanent del cursor.
if (is_fullscreen_) {
Mouse::setForceHidden(true);
}
std::cout << "SDL3 inicialitzat: " << current_width_ << "x" << current_height_
<< " (logic: " << Defaults::Game::WIDTH << "x"
<< Defaults::Game::HEIGHT << ")";
if (is_fullscreen_) {
std::cout << " [FULLSCREEN]";
}
std::cout << '\n';
}
SDLManager::~SDLManager() {
gpu_renderer_.destroy();
if (finestra_ != nullptr) {
SDL_DestroyWindow(finestra_);
finestra_ = nullptr;
}
SDL_Quit();
std::cout << "SDL3 netejat correctament" << '\n';
}
void SDLManager::calculateMaxWindowSize() {
SDL_DisplayID display = SDL_GetPrimaryDisplay();
const SDL_DisplayMode* mode = SDL_GetCurrentDisplayMode(display);
if (mode != nullptr) {
// Deixar marge de 100px para decoracions de l'OS
max_width_ = mode->w - 100;
max_height_ = mode->h - 100;
std::cout << "Display detectat: " << mode->w << "x" << mode->h
<< " (max finestra: " << max_width_ << "x" << max_height_ << ")"
<< '\n';
} else {
max_width_ = 1920;
max_height_ = 1080;
std::cerr << "No s'ha pogut detectar el display, usant fallback: "
<< max_width_ << "x" << max_height_ << '\n';
}
calculateMaxZoom();
}
void SDLManager::calculateMaxZoom() {
float max_zoom_width = static_cast<float>(max_width_) / Defaults::Window::WIDTH;
float max_zoom_height = static_cast<float>(max_height_) / Defaults::Window::HEIGHT;
float max_zoom_unrounded = std::min(max_zoom_width, max_zoom_height);
max_zoom_ = std::floor(max_zoom_unrounded / Defaults::Window::ZOOM_INCREMENT) * Defaults::Window::ZOOM_INCREMENT;
max_zoom_ = std::max(max_zoom_, Defaults::Window::MIN_ZOOM);
std::cout << "Max zoom: " << max_zoom_ << "x (display: "
<< max_width_ << "x" << max_height_ << ")" << '\n';
}
void SDLManager::applyZoom(float new_zoom) {
new_zoom = std::max(Defaults::Window::MIN_ZOOM,
std::min(new_zoom, max_zoom_));
new_zoom = std::round(new_zoom / Defaults::Window::ZOOM_INCREMENT) * Defaults::Window::ZOOM_INCREMENT;
if (std::abs(new_zoom - zoom_factor_) < 0.01F) {
return;
}
zoom_factor_ = new_zoom;
int new_width = static_cast<int>(std::round(Defaults::Window::WIDTH * zoom_factor_));
int new_height = static_cast<int>(std::round(Defaults::Window::HEIGHT * zoom_factor_));
applyWindowSize(new_width, new_height);
updateViewport();
windowed_width_ = new_width;
windowed_height_ = new_height;
Options::window.width = new_width;
Options::window.height = new_height;
Options::window.zoom_factor = zoom_factor_;
std::cout << "Zoom: " << zoom_factor_ << "x ("
<< new_width << "x" << new_height << ")" << '\n';
}
void SDLManager::updateViewport() {
// Cálculo de letterbox: el juego se renderiza a 1280×720 lógicos, pero
// la swapchain tiene el tamaño físico de la ventana. Aplicamos un viewport
// centrado con la proporción 16:9 para preservar aspect ratio.
float scale = zoom_factor_;
int scaled_width = static_cast<int>(std::round(Defaults::Game::WIDTH * scale));
int scaled_height = static_cast<int>(std::round(Defaults::Game::HEIGHT * scale));
int offset_x = (current_width_ - scaled_width) / 2;
int offset_y = (current_height_ - scaled_height) / 2;
offset_x = std::max(offset_x, 0);
offset_y = std::max(offset_y, 0);
gpu_renderer_.setViewport(static_cast<float>(offset_x),
static_cast<float>(offset_y),
static_cast<float>(scaled_width),
static_cast<float>(scaled_height));
std::cout << "Viewport: " << scaled_width << "x" << scaled_height
<< " @ (" << offset_x << "," << offset_y << ") [scale=" << scale << "]"
<< '\n';
}
void SDLManager::updateRenderingContext() const {
Rendering::g_current_scale_factor = zoom_factor_;
}
void SDLManager::increaseWindowSize() {
if (is_fullscreen_) {
return;
}
float new_zoom = zoom_factor_ + Defaults::Window::ZOOM_INCREMENT;
applyZoom(new_zoom);
std::cout << "F2: Zoom aumentat a " << zoom_factor_ << "x" << '\n';
}
void SDLManager::decreaseWindowSize() {
if (is_fullscreen_) {
return;
}
float new_zoom = zoom_factor_ - Defaults::Window::ZOOM_INCREMENT;
applyZoom(new_zoom);
std::cout << "F1: Zoom reduït a " << zoom_factor_ << "x" << '\n';
}
void SDLManager::applyWindowSize(int new_width, int new_height) {
int old_x;
int old_y;
SDL_GetWindowPosition(finestra_, &old_x, &old_y);
int old_width = current_width_;
int old_height = current_height_;
SDL_SetWindowSize(finestra_, new_width, new_height);
current_width_ = new_width;
current_height_ = new_height;
int delta_width = old_width - new_width;
int delta_height = old_height - new_height;
int new_x = old_x + (delta_width / 2);
int new_y = old_y + (delta_height / 2);
constexpr int TITLEBAR_HEIGHT = 35;
new_x = std::max(new_x, 0);
new_y = std::max(new_y, TITLEBAR_HEIGHT);
SDL_SetWindowPosition(finestra_, new_x, new_y);
updateViewport();
}
void SDLManager::toggleFullscreen() {
if (!is_fullscreen_) {
windowed_width_ = current_width_;
windowed_height_ = current_height_;
is_fullscreen_ = true;
SDL_SetWindowFullscreen(finestra_, true);
std::cout << "F3: Fullscreen activat (guardada: "
<< windowed_width_ << "x" << windowed_height_ << ")" << '\n';
} else {
is_fullscreen_ = false;
SDL_SetWindowFullscreen(finestra_, false);
applyWindowSize(windowed_width_, windowed_height_);
std::cout << "F3: Fullscreen desactivat (restaurada: "
<< windowed_width_ << "x" << windowed_height_ << ")" << '\n';
}
Options::window.fullscreen = is_fullscreen_;
Mouse::setForceHidden(is_fullscreen_);
}
auto SDLManager::handleWindowEvent(const SDL_Event& event) -> bool {
if (event.type == SDL_EVENT_WINDOW_RESIZED) {
SDL_GetWindowSize(finestra_, &current_width_, &current_height_);
float new_zoom = static_cast<float>(current_width_) / Defaults::Window::WIDTH;
zoom_factor_ = std::max(Defaults::Window::MIN_ZOOM,
std::min(new_zoom, max_zoom_));
if (!is_fullscreen_) {
windowed_width_ = current_width_;
windowed_height_ = current_height_;
}
updateViewport();
std::cout << "Finestra redimensionada: " << current_width_
<< "x" << current_height_ << " (zoom ≈" << zoom_factor_ << "x)"
<< '\n';
return true;
}
return false;
}
void SDLManager::clear(uint8_t r, uint8_t g, uint8_t b) {
// El fondo lo dibuja ahora el shader de postpro (background pulse). El
// offscreen se limpia en negro dentro de beginFrame. Los argumentos r/g/b
// se mantienen por compatibilidad de API.
(void)r;
(void)g;
(void)b;
gpu_renderer_.beginFrame(0.0F, 0.0F, 0.0F);
}
void SDLManager::present() {
gpu_renderer_.endFrame();
}
void SDLManager::updateColors(float delta_time) {
// No-op desde la migración a postpro. La oscilación de brillo y el pulso
// de fondo los aplica shaders/postfx.frag.glsl directamente sobre wall-clock.
(void)delta_time;
}
void SDLManager::updateFPS(float delta_time) {
fps_accumulator_ += delta_time;
fps_frame_count_++;
if (fps_accumulator_ >= 0.5F) {
fps_display_ = static_cast<int>(fps_frame_count_ / fps_accumulator_);
fps_frame_count_ = 0;
fps_accumulator_ = 0.0F;
std::string vsync_state = (Options::rendering.vsync == 1) ? "ON" : "OFF";
std::string title = std::format("{} v{} ({}) - {} FPS - VSync: {}",
Project::LONG_NAME,
Project::VERSION,
Project::COPYRIGHT,
fps_display_,
vsync_state);
if (finestra_ != nullptr) {
SDL_SetWindowTitle(finestra_, title.c_str());
}
}
}
void SDLManager::setWindowTitle(const std::string& title) {
if (finestra_ != nullptr) {
SDL_SetWindowTitle(finestra_, title.c_str());
}
}
void SDLManager::toggleVSync() {
Options::rendering.vsync = (Options::rendering.vsync == 1) ? 0 : 1;
gpu_renderer_.setVSync(Options::rendering.vsync != 0);
fps_accumulator_ = 0.0F;
fps_frame_count_ = 0;
Options::saveToFile();
}