feat(render): halo neon proporcional al bounding_radius de la shape (opt-out a text)
This commit is contained in:
@@ -21,6 +21,11 @@ namespace Rendering {
|
||||
// - scale: factor de scale (1.0 = mida original)
|
||||
// - progress: progrés de l'animación (0.0-1.0, default 1.0 = tot visible)
|
||||
// - brightness: factor de brightness (0.0-1.0, default 1.0 = màxima brightness)
|
||||
// - color: si alpha==0, usa oscil·lador global
|
||||
// - thickness: gruix de línia. <=0 → usa global (g_current_line_thickness)
|
||||
// - alpha: alpha que arriba al GPU (default 1.0 = opac). <1.0 = halo real
|
||||
// - glow: si true, redibuixa la shape amb halos translúcids proporcionals
|
||||
// al bounding_radius*scale (efecte neon). Si false, single-pass.
|
||||
void renderShape(Rendering::Renderer* renderer,
|
||||
const std::shared_ptr<Graphics::Shape>& shape,
|
||||
const Vec2& position,
|
||||
@@ -28,6 +33,9 @@ namespace Rendering {
|
||||
float scale = 1.0F,
|
||||
float progress = 1.0F,
|
||||
float brightness = 1.0F,
|
||||
SDL_Color color = {0, 0, 0, 0}); // alpha==0 → usa global oscilador
|
||||
SDL_Color color = {0, 0, 0, 0},
|
||||
float thickness = 0.0F,
|
||||
float alpha = 1.0F,
|
||||
bool glow = true);
|
||||
|
||||
} // namespace Rendering
|
||||
|
||||
Reference in New Issue
Block a user