Merge branch 'tweak/firework-glow': halo neon per a fireworks amb color propi

This commit is contained in:
2026-05-22 21:57:36 +02:00
7 changed files with 96 additions and 12 deletions
+16
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@@ -29,6 +29,22 @@ namespace Defaults::FX::Glow {
{.thickness_ratio = -1.0F, .alpha = 1.0F}, // core: línia "real" {.thickness_ratio = -1.0F, .alpha = 1.0F}, // core: línia "real"
}; };
// Glow per a línies "raw" (sense shape). Gruixos absoluts (px), no
// ratios — una línia individual no té bounding radius. Útil per a
// partícules de firework, sparks, etc.
namespace Line {
struct Pass {
float thickness; // px. <0 → usa el thickness passat pel caller (core)
float alpha;
};
constexpr Pass PASSES[] = {
{.thickness = 18.0F, .alpha = 0.10F},
{.thickness = 12.0F, .alpha = 0.20F},
{.thickness = 6.0F, .alpha = 0.40F},
{.thickness = -1.0F, .alpha = 1.0F}, // core: línia "real"
};
} // namespace Line
} // namespace Defaults::FX::Glow } // namespace Defaults::FX::Glow
namespace Defaults::FX::Firework { namespace Defaults::FX::Firework {
+22
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@@ -4,6 +4,7 @@
#include "core/rendering/line_renderer.hpp" #include "core/rendering/line_renderer.hpp"
#include "core/defaults.hpp" #include "core/defaults.hpp"
#include "core/defaults/effects.hpp"
namespace Rendering { namespace Rendering {
@@ -46,6 +47,27 @@ namespace Rendering {
renderer->pushLine(FX1, FY1, FX2, FY2, W, R, G, B, alpha); renderer->pushLine(FX1, FY1, FX2, FY2, W, R, G, B, alpha);
} }
void lineaGlow(Renderer* renderer,
int x1,
int y1,
int x2,
int y2,
float brightness,
float thickness,
SDL_Color color,
SDL_Color glow_color) {
// Color dels passes de halo: si glow_color té alpha>0, l'usem;
// altrament fem servir el color de la línia.
const SDL_Color HALO_COLOR = (glow_color.a > 0) ? glow_color : color;
for (const auto& pass : Defaults::FX::Glow::Line::PASSES) {
const bool IS_CORE = pass.thickness < 0.0F;
const float PASS_T = IS_CORE ? thickness : pass.thickness;
const SDL_Color PASS_C = IS_CORE ? color : HALO_COLOR;
linea(renderer, x1, y1, x2, y2, brightness, PASS_T, PASS_C, pass.alpha);
}
}
void setLineColor(SDL_Color color) { g_current_line_color = color; } void setLineColor(SDL_Color color) { g_current_line_color = color; }
auto getLineColor() -> SDL_Color { return g_current_line_color; } auto getLineColor() -> SDL_Color { return g_current_line_color; }
+15
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@@ -34,6 +34,21 @@ namespace Rendering {
SDL_Color color = {0, 0, 0, 0}, SDL_Color color = {0, 0, 0, 0},
float alpha = 1.0F); float alpha = 1.0F);
// Versió amb halo neon: dibuixa la línia amb diversos passos de gruix
// creixent i alfa decreixent (config a Defaults::FX::Glow::Line::PASSES).
// El core (últim pass) usa el thickness/alpha que passa el caller.
// glow_color: si alpha>0, els passes de halo usen aquest color en lloc
// del color de la línia (p.ex. línia blanca amb halo daurat).
void lineaGlow(Renderer* renderer,
int x1,
int y1,
int x2,
int y2,
float brightness = 1.0F,
float thickness = 0.0F,
SDL_Color color = {0, 0, 0, 0},
SDL_Color glow_color = {0, 0, 0, 0});
// Color global de las líneas (lo actualiza ColorOscillator vía SDLManager). // Color global de las líneas (lo actualiza ColorOscillator vía SDLManager).
void setLineColor(SDL_Color color); void setLineColor(SDL_Color color);
[[nodiscard]] auto getLineColor() -> SDL_Color; [[nodiscard]] auto getLineColor() -> SDL_Color;
+5
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@@ -35,6 +35,11 @@ namespace Effects {
float brightness; // 0..1 float brightness; // 0..1
SDL_Color color{}; // alpha==0 → oscilador global SDL_Color color{}; // alpha==0 → oscilador global
// Halo neon (off per defecte). Si glow_color.a > 0, el halo usa
// glow_color (línia blanca + halo daurat, p.ex.); si alpha==0, el
// halo agafa el color de la línia.
bool glow{false};
SDL_Color glow_color{};
bool active; bool active;
}; };
+25 -9
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@@ -65,7 +65,9 @@ namespace Effects {
SDL_Color color, SDL_Color color,
float initial_speed, float initial_speed,
int n_points, int n_points,
float initial_brightness) { float initial_brightness,
bool glow,
SDL_Color glow_color) {
if (n_points <= 0) { if (n_points <= 0) {
return; return;
} }
@@ -105,6 +107,8 @@ namespace Effects {
fw->brightness = initial_brightness; fw->brightness = initial_brightness;
fw->color = color; fw->color = color;
fw->glow = glow;
fw->glow_color = glow_color;
fw->active = true; fw->active = true;
} }
} }
@@ -185,14 +189,26 @@ namespace Effects {
.y = fw.head.y - (DIR_Y * fw.current_length), .y = fw.head.y - (DIR_Y * fw.current_length),
}; };
Rendering::linea(renderer_, if (fw.glow) {
static_cast<int>(fw.head.x), Rendering::lineaGlow(renderer_,
static_cast<int>(fw.head.y), static_cast<int>(fw.head.x),
static_cast<int>(TAIL.x), static_cast<int>(fw.head.y),
static_cast<int>(TAIL.y), static_cast<int>(TAIL.x),
fw.brightness, static_cast<int>(TAIL.y),
0.0F, fw.brightness,
fw.color); 0.0F,
fw.color,
fw.glow_color);
} else {
Rendering::linea(renderer_,
static_cast<int>(fw.head.x),
static_cast<int>(fw.head.y),
static_cast<int>(TAIL.x),
static_cast<int>(TAIL.y),
fw.brightness,
0.0F,
fw.color);
}
} }
} }
+5 -1
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@@ -35,11 +35,15 @@ namespace Effects {
// initial_speed: velocitat radial inicial (px/s). // initial_speed: velocitat radial inicial (px/s).
// n_points: nombre de línies. Default Defaults::FX::Firework::N_POINTS. // n_points: nombre de línies. Default Defaults::FX::Firework::N_POINTS.
// initial_brightness: 0..1. // initial_brightness: 0..1.
// glow: si true, cada partícula es renderitza amb halo neon.
// glow_color: color del halo. Si alpha==0, agafa el color de la línia.
void spawn(const Vec2& origen, void spawn(const Vec2& origen,
SDL_Color color = Defaults::FX::Firework::DEFAULT_COLOR, SDL_Color color = Defaults::FX::Firework::DEFAULT_COLOR,
float initial_speed = Defaults::FX::Firework::SPEED, float initial_speed = Defaults::FX::Firework::SPEED,
int n_points = Defaults::FX::Firework::N_POINTS, int n_points = Defaults::FX::Firework::N_POINTS,
float initial_brightness = Defaults::FX::Firework::INITIAL_BRIGHTNESS); float initial_brightness = Defaults::FX::Firework::INITIAL_BRIGHTNESS,
bool glow = false,
SDL_Color glow_color = {0, 0, 0, 0});
void update(float delta_time); void update(float delta_time);
void draw() const; void draw() const;
+8 -2
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@@ -79,8 +79,14 @@ namespace Systems::Collision {
Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER); Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER);
// Firework burst radial des del centro de l'enemic (efecte adicional al debris). // Firework burst radial des del centro de l'enemic (efecte adicional al debris).
// No heretem color: el burst usa el blanc per defecte per a un feel més lluminós. // Línia blanca + halo daurat (WOUNDED) per a feel d'espurnes.
ctx.firework_manager.spawn(ENEMY_POS); ctx.firework_manager.spawn(ENEMY_POS,
Defaults::FX::Firework::DEFAULT_COLOR,
Defaults::FX::Firework::SPEED,
Defaults::FX::Firework::N_POINTS,
Defaults::FX::Firework::INITIAL_BRIGHTNESS,
/*glow=*/true,
Defaults::Palette::WOUNDED);
} }
// Trenca una bala en debris (8 fragments de l'octàgon) + so HIT + desactiva. // Trenca una bala en debris (8 fragments de l'octàgon) + so HIT + desactiva.