treballant en ending2
This commit is contained in:
@@ -428,6 +428,102 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
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}
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}
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// Hash 2D estable per a dithering sense flickering
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static auto pixelThreshold(int col, int row) -> float {
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auto h = static_cast<uint32_t>(col) * 2246822519U ^ static_cast<uint32_t>(row) * 2654435761U;
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h ^= (h >> 13);
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h *= 1274126177U;
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h ^= (h >> 16);
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return static_cast<float>(h & 0xFFFFU) / 65536.0F;
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}
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// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect) {
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const int SX = src_rect ? static_cast<int>(src_rect->x) : 0;
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const int SY = src_rect ? static_cast<int>(src_rect->y) : 0;
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const int SW = src_rect ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
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const int SH = src_rect ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
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auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
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for (int row = 0; row < SH; row++) {
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const int SCREEN_Y = y + row;
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if (SCREEN_Y < 0 || SCREEN_Y >= static_cast<int>(surface_data_dest->height)) {
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continue;
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}
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float density = 0.0F;
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if (SCREEN_Y < fade_h) {
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density = static_cast<float>(fade_h - SCREEN_Y) / static_cast<float>(fade_h);
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} else if (SCREEN_Y >= canvas_height - fade_h) {
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density = static_cast<float>(SCREEN_Y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
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}
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for (int col = 0; col < SW; col++) {
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const int SCREEN_X = x + col;
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if (SCREEN_X < 0 || SCREEN_X >= static_cast<int>(surface_data_dest->width)) {
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continue;
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}
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const Uint8 COLOR = surface_data_->data[(SY + row) * static_cast<int>(surface_data_->width) + (SX + col)];
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if (static_cast<int>(COLOR) == transparent_color_) {
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continue;
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}
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if (pixelThreshold(col, row) < density) {
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continue; // Pixel tapat per la zona de fade
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}
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surface_data_dest->data[SCREEN_X + (SCREEN_Y * static_cast<int>(surface_data_dest->width))] = sub_palette_[COLOR];
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}
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}
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}
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// Idem però reemplaçant un color índex
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void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height,
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Uint8 source_color, Uint8 target_color,
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SDL_FRect* src_rect) {
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const int SX = src_rect ? static_cast<int>(src_rect->x) : 0;
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const int SY = src_rect ? static_cast<int>(src_rect->y) : 0;
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const int SW = src_rect ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
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const int SH = src_rect ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
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auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
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for (int row = 0; row < SH; row++) {
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const int SCREEN_Y = y + row;
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if (SCREEN_Y < 0 || SCREEN_Y >= static_cast<int>(surface_data_dest->height)) {
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continue;
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}
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float density = 0.0F;
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if (SCREEN_Y < fade_h) {
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density = static_cast<float>(fade_h - SCREEN_Y) / static_cast<float>(fade_h);
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} else if (SCREEN_Y >= canvas_height - fade_h) {
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density = static_cast<float>(SCREEN_Y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
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}
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for (int col = 0; col < SW; col++) {
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const int SCREEN_X = x + col;
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if (SCREEN_X < 0 || SCREEN_X >= static_cast<int>(surface_data_dest->width)) {
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continue;
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}
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const Uint8 COLOR = surface_data_->data[(SY + row) * static_cast<int>(surface_data_->width) + (SX + col)];
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if (static_cast<int>(COLOR) == transparent_color_) {
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continue;
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}
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if (pixelThreshold(col, row) < density) {
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continue; // Pixel tapat per la zona de fade
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}
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const Uint8 OUT_COLOR = (COLOR == source_color) ? target_color : sub_palette_[COLOR];
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surface_data_dest->data[SCREEN_X + (SCREEN_Y * static_cast<int>(surface_data_dest->width))] = OUT_COLOR;
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}
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}
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}
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// Vuelca la superficie a una textura
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void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
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if ((renderer == nullptr) || (texture == nullptr) || !surface_data_) {
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@@ -84,6 +84,14 @@ class Surface {
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// Copia una región de la SurfaceData de origen a la SurfaceData de destino reemplazando un color por otro
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void renderWithColorReplace(int x, int y, Uint8 source_color = 0, Uint8 target_color = 0, SDL_FRect* src_rect = nullptr, SDL_FlipMode flip = SDL_FLIP_NONE);
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// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
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void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect = nullptr);
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// Idem però reemplaçant un color índex (per a sprites sobre fons del mateix color)
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void renderWithVerticalFade(int x, int y, int fade_h, int canvas_height,
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Uint8 source_color, Uint8 target_color,
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SDL_FRect* src_rect = nullptr);
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// Establece un color en la paleta
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void setColor(int index, Uint32 color);
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169
source/core/rendering/surface_dissolve_sprite.cpp
Normal file
169
source/core/rendering/surface_dissolve_sprite.cpp
Normal file
@@ -0,0 +1,169 @@
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#include "core/rendering/surface_dissolve_sprite.hpp"
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#include <algorithm> // Para min
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#include <cstdint> // Para uint32_t
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#include "core/rendering/surface.hpp" // Para Surface
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// Hash 2D estable per a dithering (rank aleatori per posició de píxel)
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static auto pixelRank(int col, int row) -> float {
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auto h = static_cast<uint32_t>(col) * 2246822519U ^ static_cast<uint32_t>(row) * 2654435761U;
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h ^= (h >> 13);
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h *= 1274126177U;
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h ^= (h >> 16);
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return static_cast<float>(h & 0xFFFFU) / 65536.0F;
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}
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// Rang per a un píxel tenint en compte direcció (70% direccional + 30% aleatori)
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auto SurfaceDissolveSprite::computePixelRank(int col, int row, int frame_h,
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DissolveDirection dir) -> float {
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const float RANDOM = pixelRank(col, row);
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if (dir == DissolveDirection::NONE || frame_h <= 0) {
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return RANDOM;
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}
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float y_factor = 0.0F;
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if (dir == DissolveDirection::DOWN) {
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y_factor = static_cast<float>(row) / static_cast<float>(frame_h);
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} else {
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y_factor = static_cast<float>(frame_h - 1 - row) / static_cast<float>(frame_h);
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}
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return y_factor * 0.7F + RANDOM * 0.3F;
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}
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// Constructor
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SurfaceDissolveSprite::SurfaceDissolveSprite(const AnimationResource& data)
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: SurfaceAnimatedSprite(data) {
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if (surface_) {
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const int W = static_cast<int>(surface_->getWidth());
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const int H = static_cast<int>(surface_->getHeight());
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surface_display_ = std::make_shared<Surface>(W, H);
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surface_display_->setTransparentColor(surface_->getTransparentColor());
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// Inicialitza tots els píxels com a transparents
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surface_display_->clear(surface_->getTransparentColor());
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}
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}
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// Reconstrueix la surface_display_ filtrant píxels per progress_
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void SurfaceDissolveSprite::rebuildDisplaySurface() {
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if (!surface_ || !surface_display_) {
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return;
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}
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const SDL_FRect CLIP = clip_;
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const int SX = static_cast<int>(CLIP.x);
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const int SY = static_cast<int>(CLIP.y);
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const int SW = static_cast<int>(CLIP.w);
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const int SH = static_cast<int>(CLIP.h);
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if (SW <= 0 || SH <= 0) {
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return;
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}
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auto src_data = surface_->getSurfaceData();
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auto dst_data = surface_display_->getSurfaceData();
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const int SRC_W = static_cast<int>(src_data->width);
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const int DST_W = static_cast<int>(dst_data->width);
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const Uint8 TRANSPARENT = surface_->getTransparentColor();
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// Esborra frame anterior si ha canviat
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if (prev_clip_.w > 0 && prev_clip_.h > 0 &&
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(prev_clip_.x != CLIP.x || prev_clip_.y != CLIP.y ||
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prev_clip_.w != CLIP.w || prev_clip_.h != CLIP.h)) {
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surface_display_->fillRect(&prev_clip_, TRANSPARENT);
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}
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// Esborra la zona del frame actual (reconstrucció neta)
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surface_display_->fillRect(&CLIP, TRANSPARENT);
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// Copia píxels filtrats per progress_
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for (int row = 0; row < SH; ++row) {
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for (int col = 0; col < SW; ++col) {
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const Uint8 COLOR = src_data->data[(SY + row) * SRC_W + (SX + col)];
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if (COLOR == TRANSPARENT) {
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continue;
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}
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const float RANK = computePixelRank(col, row, SH, direction_);
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if (RANK >= progress_) {
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dst_data->data[(SY + row) * DST_W + (SX + col)] = COLOR;
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}
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}
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}
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prev_clip_ = CLIP;
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needs_rebuild_ = false;
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}
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// Actualitza animació, moviment i transició temporal
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void SurfaceDissolveSprite::update(float delta_time) {
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const SDL_FRect OLD_CLIP = clip_;
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SurfaceAnimatedSprite::update(delta_time);
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// Detecta canvi de frame d'animació
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if (clip_.x != OLD_CLIP.x || clip_.y != OLD_CLIP.y ||
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clip_.w != OLD_CLIP.w || clip_.h != OLD_CLIP.h) {
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needs_rebuild_ = true;
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}
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// Actualitza transició temporal si activa
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if (transition_mode_ != TransitionMode::NONE) {
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transition_elapsed_ += delta_time * 1000.0F;
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const float T = std::min(transition_elapsed_ / transition_duration_, 1.0F);
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progress_ = (transition_mode_ == TransitionMode::DISSOLVING) ? T : (1.0F - T);
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needs_rebuild_ = true;
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if (T >= 1.0F) {
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transition_mode_ = TransitionMode::NONE;
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}
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}
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if (needs_rebuild_) {
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rebuildDisplaySurface();
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}
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}
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// Renderitza: usa surface_display_ si hi ha dissolució activa
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void SurfaceDissolveSprite::render() {
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if (progress_ <= 0.0F || !surface_display_) {
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SurfaceAnimatedSprite::render();
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return;
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}
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surface_display_->render(static_cast<int>(pos_.x), static_cast<int>(pos_.y), &clip_, flip_);
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}
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// Estableix el progrés manualment
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void SurfaceDissolveSprite::setProgress(float progress) {
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progress_ = std::min(std::max(progress, 0.0F), 1.0F);
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needs_rebuild_ = true;
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}
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// Inicia dissolució temporal (visible → invisible)
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void SurfaceDissolveSprite::startDissolve(float duration_ms, DissolveDirection dir) {
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direction_ = dir;
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transition_mode_ = TransitionMode::DISSOLVING;
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transition_duration_ = duration_ms;
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transition_elapsed_ = 0.0F;
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progress_ = 0.0F;
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needs_rebuild_ = true;
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}
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// Inicia generació temporal (invisible → visible)
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void SurfaceDissolveSprite::startGenerate(float duration_ms, DissolveDirection dir) {
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direction_ = dir;
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transition_mode_ = TransitionMode::GENERATING;
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transition_duration_ = duration_ms;
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transition_elapsed_ = 0.0F;
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progress_ = 1.0F;
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needs_rebuild_ = true;
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}
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// Atura la transició temporal
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void SurfaceDissolveSprite::stopTransition() {
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transition_mode_ = TransitionMode::NONE;
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}
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// Retorna si la transició ha acabat
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auto SurfaceDissolveSprite::isTransitionDone() const -> bool {
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return transition_mode_ == TransitionMode::NONE;
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}
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53
source/core/rendering/surface_dissolve_sprite.hpp
Normal file
53
source/core/rendering/surface_dissolve_sprite.hpp
Normal file
@@ -0,0 +1,53 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <memory> // Para shared_ptr
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#include "core/rendering/surface_animated_sprite.hpp" // Para SurfaceAnimatedSprite
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class Surface;
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// Direcció de la dissolució
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enum class DissolveDirection { NONE, DOWN, UP };
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// Sprite que pot dissoldre's o generar-se de forma aleatòria en X mil·lisegons.
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// progress_ va de 0.0 (totalment visible) a 1.0 (totalment invisible).
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class SurfaceDissolveSprite : public SurfaceAnimatedSprite {
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public:
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explicit SurfaceDissolveSprite(const AnimationResource& data);
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~SurfaceDissolveSprite() override = default;
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void update(float delta_time) override;
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void render() override;
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// Progrés manual [0.0 = totalment visible, 1.0 = totalment invisible]
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void setProgress(float progress);
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[[nodiscard]] auto getProgress() const -> float { return progress_; }
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// Inicia una dissolució temporal (visible → invisible en duration_ms)
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void startDissolve(float duration_ms, DissolveDirection dir = DissolveDirection::NONE);
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// Inicia una generació temporal (invisible → visible en duration_ms)
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void startGenerate(float duration_ms, DissolveDirection dir = DissolveDirection::NONE);
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void stopTransition();
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[[nodiscard]] auto isTransitionDone() const -> bool;
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private:
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enum class TransitionMode { NONE, DISSOLVING, GENERATING };
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std::shared_ptr<Surface> surface_display_; // Superfície amb els píxels filtrats
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float progress_{0.0F}; // [0=visible, 1=invisible]
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DissolveDirection direction_{DissolveDirection::NONE};
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TransitionMode transition_mode_{TransitionMode::NONE};
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float transition_duration_{0.0F};
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float transition_elapsed_{0.0F};
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SDL_FRect prev_clip_{0, 0, 0, 0};
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bool needs_rebuild_{false};
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void rebuildDisplaySurface();
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[[nodiscard]] static auto computePixelRank(int col, int row, int frame_h,
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DissolveDirection dir) -> float;
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};
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@@ -31,6 +31,19 @@ void SurfaceSprite::render(Uint8 source_color, Uint8 target_color) {
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surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_);
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}
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void SurfaceSprite::renderWithVerticalFade(int fade_h, int canvas_height) {
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surface_->renderWithVerticalFade(
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static_cast<int>(pos_.x), static_cast<int>(pos_.y),
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fade_h, canvas_height, &clip_);
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}
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void SurfaceSprite::renderWithVerticalFade(int fade_h, int canvas_height,
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Uint8 source_color, Uint8 target_color) {
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surface_->renderWithVerticalFade(
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static_cast<int>(pos_.x), static_cast<int>(pos_.y),
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fade_h, canvas_height, source_color, target_color, &clip_);
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}
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// Establece la posición del objeto
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void SurfaceSprite::setPosition(float x, float y) {
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pos_.x = x;
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@@ -22,6 +22,8 @@ class SurfaceSprite {
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virtual void update(float delta_time); // Actualiza el estado del sprite (time-based)
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virtual void render(); // Muestra el sprite por pantalla
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virtual void render(Uint8 source_color, Uint8 target_color); // Renderiza con reemplazo de color
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virtual void renderWithVerticalFade(int fade_h, int canvas_height); // Renderiza amb dissolució vertical (hash 2D, sense parpelleig)
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virtual void renderWithVerticalFade(int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color); // Idem amb reemplaç de color
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// Gestión de estado
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virtual void clear(); // Reinicia las variables a cero
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@@ -34,7 +34,7 @@ enum class Options {
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// --- Variables de estado globales ---
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#ifdef _DEBUG
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inline Scene current = Scene::CREDITS; // Escena actual
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inline Scene current = Scene::ENDING2; // Escena actual
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inline Options options = Options::LOGO_TO_LOADING_SCREEN; // Opciones de la escena actual
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#else
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inline Scene current = Scene::LOGO; // Escena actual
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@@ -90,27 +90,6 @@ void Ending2::render() {
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// Dibuja los sprites con el texto del final
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renderTexts();
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// Dibuja una trama arriba y abajo
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auto color = static_cast<Uint8>(PaletteColor::BLACK);
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auto surface = Screen::get()->getRendererSurface();
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for (int i = 0; i < 256; i += 2) {
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surface->putPixel(i + 0, 0, color);
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surface->putPixel(i + 1, 1, color);
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surface->putPixel(i + 0, 2, color);
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surface->putPixel(i + 1, 3, color);
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surface->putPixel(i, 4, color);
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surface->putPixel(i, 6, color);
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surface->putPixel(i + 0, 191, color);
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surface->putPixel(i + 1, 190, color);
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surface->putPixel(i + 0, 189, color);
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surface->putPixel(i + 1, 188, color);
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surface->putPixel(i, 187, color);
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surface->putPixel(i, 185, color);
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}
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// Vuelca el contenido del renderizador en pantalla
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||||
Screen::get()->render();
|
||||
}
|
||||
@@ -317,28 +296,26 @@ void Ending2::updateTexts(float delta) {
|
||||
|
||||
// Dibuja los sprites
|
||||
void Ending2::renderSprites() {
|
||||
const auto COLOR_A = static_cast<Uint8>(PaletteColor::RED);
|
||||
for (const auto& sprite : sprites_) {
|
||||
for (size_t i = 0; i < sprites_.size(); ++i) {
|
||||
const auto& sprite = sprites_[i];
|
||||
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
|
||||
const bool B = sprite->getRect().y < Options::game.height;
|
||||
if (A && B) {
|
||||
sprite->render(1, COLOR_A);
|
||||
const Uint8 COLOR = colors_[i % colors_.size()];
|
||||
sprite->renderWithVerticalFade(FADE_H, Options::game.height, 1, COLOR);
|
||||
}
|
||||
}
|
||||
|
||||
// Pinta el ultimo elemento de otro color
|
||||
const auto COLOR_B = static_cast<Uint8>(PaletteColor::WHITE);
|
||||
sprites_.back()->render(1, COLOR_B);
|
||||
}
|
||||
|
||||
// Dibuja los sprites con el texto
|
||||
void Ending2::renderSpriteTexts() {
|
||||
const auto COLOR = static_cast<Uint8>(PaletteColor::WHITE);
|
||||
for (const auto& sprite : sprite_texts_) {
|
||||
for (size_t i = 0; i < sprite_texts_.size(); ++i) {
|
||||
const auto& sprite = sprite_texts_[i];
|
||||
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
|
||||
const bool B = sprite->getRect().y < Options::game.height;
|
||||
if (A && B) {
|
||||
sprite->render(1, COLOR);
|
||||
const Uint8 COLOR = colors_[i % colors_.size()];
|
||||
sprite->renderWithVerticalFade(FADE_H, Options::game.height, 1, COLOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -42,6 +42,7 @@ class Ending2 {
|
||||
static constexpr int DIST_SPRITE_SPRITE = 0; // Distancia entre dos sprites de la misma columna
|
||||
static constexpr int INITIAL_Y_OFFSET = 40; // Offset inicial en Y para posicionar sprites
|
||||
static constexpr int SCREEN_MESH_HEIGHT = 8; // Altura de la malla superior/inferior de la pantalla
|
||||
static constexpr int FADE_H = 24; // Alçada de la zona de dissolució als cantons (files)
|
||||
static constexpr int TEXT_SPACING_MULTIPLIER = 2; // Multiplicador para espaciado entre líneas de texto
|
||||
|
||||
// Constantes de tiempo (basadas en tiempo real, no en frames)
|
||||
|
||||
Reference in New Issue
Block a user