refactor(render): eliminar restes del ColorOscillator (setLineColor/getLineColor/global mutable) i deixar DEFAULT_LINE_COLOR constexpr

This commit is contained in:
2026-05-26 19:23:29 +02:00
parent 4f5421191d
commit b93761eb1e
7 changed files with 24 additions and 31 deletions
+2 -11
View File
@@ -8,11 +8,6 @@
namespace Rendering {
// Color global compartido para líneas sin paleta propia (HUD, debug, texto
// genérico). Equivale al "color máximo" de la antigua oscilación CPU: verde
// fósforo CRT. El pulso de brillo lo aplica ahora el shader de postpro.
SDL_Color g_current_line_color = {100, 255, 100, 255};
// Grosor global por defecto. Configurable via setLineThickness.
float g_current_line_thickness = Defaults::Rendering::LINE_THICKNESS_DEFAULT;
@@ -36,8 +31,8 @@ namespace Rendering {
const auto FX2 = static_cast<float>(x2);
const auto FY2 = static_cast<float>(y2);
// color.alpha==0 → usar color global (verde fósforo). alpha>0 → color directo.
const SDL_Color SOURCE = (color.a > 0) ? color : g_current_line_color;
// color.alpha==0 → fallback a DEFAULT_LINE_COLOR (verd fòsfor). alpha>0 → color directo.
const SDL_Color SOURCE = (color.a > 0) ? color : DEFAULT_LINE_COLOR;
const float R = (static_cast<float>(SOURCE.r) * brightness) / 255.0F;
const float G = (static_cast<float>(SOURCE.g) * brightness) / 255.0F;
const float B = (static_cast<float>(SOURCE.b) * brightness) / 255.0F;
@@ -68,10 +63,6 @@ namespace Rendering {
}
}
void setLineColor(SDL_Color color) { g_current_line_color = color; }
auto getLineColor() -> SDL_Color { return g_current_line_color; }
void setLineThickness(float thickness) {
if (thickness > 0.0F) {
g_current_line_thickness = thickness;