Fase 8a+b: paleta semantica de color por entidad
Cada entity declara su color de linea via parametro opcional. Cuando
alpha==0 el pipeline cae al color global del oscilador (compatibilidad
con el comportamiento anterior).
Defaults::Palette (defaults.hpp):
- SHIP = blanco neutro
- BULLET = verde laser
- PENTAGON = azul "esquivador"
- QUADRAT = rojo "tank"
- MOLINILLO = magenta agresivo
Pipeline:
- linea(): parametro SDL_Color color (default {0,0,0,0}). En .cpp,
fuente del color = color.a>0 ? color : g_current_line_color.
- render_shape(): parametro SDL_Color color que propaga a cada linea
del shape.
- Debris: campo color en la struct; explode() recibe SDL_Color color
y lo guarda en cada fragment; draw() lo pasa a linea().
Aplicacion:
- Ship::draw -> Palette::SHIP.
- Bullet::draw -> Palette::BULLET.
- Enemy::draw -> Palette::{PENTAGON,QUADRAT,MOLINILLO} segun type_.
- CollisionSystem detectBulletEnemy: debris hereda color del enemy.
- GameScene::tocado: debris hereda Palette::SHIP.
Smoke test xvfb OK.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -16,7 +16,8 @@ float g_current_line_thickness = 1.5F;
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void linea(Renderer* renderer,
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int x1, int y1, int x2, int y2,
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float brightness,
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float thickness) {
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float thickness,
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SDL_Color color) {
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if (renderer == nullptr) {
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return;
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}
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@@ -28,10 +29,11 @@ void linea(Renderer* renderer,
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const float FX2 = static_cast<float>(x2);
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const float FY2 = static_cast<float>(y2);
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// Color: aplicar brightness al color oscilatorio global. Convertir 0..255 → 0..1.
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const float R = (static_cast<float>(g_current_line_color.r) * brightness) / 255.0F;
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const float G = (static_cast<float>(g_current_line_color.g) * brightness) / 255.0F;
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const float B = (static_cast<float>(g_current_line_color.b) * brightness) / 255.0F;
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// color.alpha==0 → usar global del oscilador. alpha>0 → color directo.
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const SDL_Color SOURCE = (color.a > 0) ? color : g_current_line_color;
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const float R = (static_cast<float>(SOURCE.r) * brightness) / 255.0F;
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const float G = (static_cast<float>(SOURCE.g) * brightness) / 255.0F;
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const float B = (static_cast<float>(SOURCE.b) * brightness) / 255.0F;
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const float W = (thickness > 0.0F) ? thickness : g_current_line_thickness;
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@@ -18,10 +18,13 @@ namespace Rendering {
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// Dibuja una línea entre dos puntos en coordenadas lógicas (1280×720).
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// brightness: factor de brillo (0.0..1.0, default 1.0 = brillo máximo).
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// thickness: grosor en píxeles lógicos. Si <= 0 usa g_current_line_thickness.
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// color: si alpha==0, se usa el color global del oscilador; si alpha>0 se
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// usa este color directo (paleta semántica por entidad).
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void linea(Renderer* renderer,
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int x1, int y1, int x2, int y2,
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float brightness = 1.0F,
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float thickness = 0.0F);
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float thickness = 0.0F,
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SDL_Color color = {0, 0, 0, 0});
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// Color global de las líneas (lo actualiza ColorOscillator vía SDLManager).
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void setLineColor(SDL_Color color);
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@@ -79,40 +79,31 @@ void render_shape(Rendering::Renderer* renderer,
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float scale,
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float progress,
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float brightness,
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const Rotation3D* rotation_3d) {
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// Verificar que la shape es vàlida
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const Rotation3D* rotation_3d,
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SDL_Color color) {
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if (!shape || !shape->isValid()) {
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return;
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}
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// Si progress < 1.0, no draw (tot o res)
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if (progress < 1.0F) {
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return;
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}
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// Obtenir el centro de la shape para transformacions
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const Vec2& shape_centre = shape->getCenter();
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const Vec2& SHAPE_CENTRE = shape->getCenter();
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// Iterar sobre todas las primitives
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for (const auto& primitive : shape->get_primitives()) {
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if (primitive.type == Graphics::PrimitiveType::POLYLINE) {
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// POLYLINE: connectar points consecutius
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// POLYLINE: conectar puntos consecutivos.
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for (size_t i = 0; i < primitive.points.size() - 1; i++) {
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Vec2 p1 = transform_point(primitive.points[i], shape_centre, position, angle, scale, rotation_3d);
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Vec2 p2 = transform_point(primitive.points[i + 1], shape_centre, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(p1.x), static_cast<int>(p1.y),
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static_cast<int>(p2.x), static_cast<int>(p2.y), brightness);
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}
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} else { // PrimitiveType::LINE
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// LINE: exactament 2 points
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if (primitive.points.size() >= 2) {
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Vec2 p1 = transform_point(primitive.points[0], shape_centre, position, angle, scale, rotation_3d);
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Vec2 p2 = transform_point(primitive.points[1], shape_centre, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(p1.x), static_cast<int>(p1.y),
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static_cast<int>(p2.x), static_cast<int>(p2.y), brightness);
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const Vec2 P1 = transform_point(primitive.points[i], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P2 = transform_point(primitive.points[i + 1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
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static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
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}
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} else if (primitive.points.size() >= 2) { // LINE
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const Vec2 P1 = transform_point(primitive.points[0], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P2 = transform_point(primitive.points[1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
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static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
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}
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}
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}
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@@ -49,6 +49,7 @@ void render_shape(Rendering::Renderer* renderer,
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float scale = 1.0F,
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float progress = 1.0F,
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float brightness = 1.0F,
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const Rotation3D* rotation_3d = nullptr);
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const Rotation3D* rotation_3d = nullptr,
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SDL_Color color = {0, 0, 0, 0}); // alpha==0 → usa global oscilador
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} // namespace Rendering
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