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C++

// shape_renderer.cpp - Implementació del renderizado de formes
// © 2026 JailDesigner
#include "core/rendering/shape_renderer.hpp"
#include <algorithm>
#include <cmath>
#include "core/defaults/effects.hpp"
#include "core/graphics/shape.hpp"
#include "core/rendering/line_renderer.hpp"
namespace Rendering {
// Helper: transformar un point con rotación, scale i traslación
static auto transformPoint(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale) -> Vec2 {
const float CENTERED_X = point.x - shape_centre.x;
const float CENTERED_Y = point.y - shape_centre.y;
const float SCALED_X = CENTERED_X * scale;
const float SCALED_Y = CENTERED_Y * scale;
const float COS_A = std::cos(angle);
const float SIN_A = std::sin(angle);
const float ROTATED_X = (SCALED_X * COS_A) - (SCALED_Y * SIN_A);
const float ROTATED_Y = (SCALED_X * SIN_A) + (SCALED_Y * COS_A);
return {.x = ROTATED_X + position.x, .y = ROTATED_Y + position.y};
}
// Una passada de renderitzat: itera primitives de la shape i emet línies
// amb el thickness/alpha indicats. Es crida N vegades en glow mode (una
// per pass de halo + core), o 1 vegada quan glow=false.
static void renderSinglePass(Rendering::Renderer* renderer,
const std::shared_ptr<Graphics::Shape>& shape,
const Vec2& position,
float angle,
float scale,
float brightness,
SDL_Color color,
float thickness,
float alpha) {
const Vec2& shape_centre = shape->getCenter();
// Petita extensió a línies gruixudes per tapar forats entre segments.
// A vèrtex aguts (~108°) un valor alt produeix "espigues" — 15%.
const float EFFECTIVE_T = (thickness > 0.0F) ? thickness : getLineThickness();
const float EXTEND = (EFFECTIVE_T > 2.0F) ? (EFFECTIVE_T * 0.15F) : 0.0F;
for (const auto& primitive : shape->getPrimitives()) {
if (primitive.type == Graphics::PrimitiveType::POLYLINE) {
for (size_t i = 0; i < primitive.points.size() - 1; i++) {
Vec2 p1 = transformPoint(primitive.points[i], shape_centre, position, angle, scale);
Vec2 p2 = transformPoint(primitive.points[i + 1], shape_centre, position, angle, scale);
if (EXTEND > 0.0F) {
const float DX = p2.x - p1.x;
const float DY = p2.y - p1.y;
const float LEN = std::sqrt((DX * DX) + (DY * DY));
if (LEN > 1e-6F) {
const float UX = (DX / LEN) * EXTEND;
const float UY = (DY / LEN) * EXTEND;
p1.x -= UX;
p1.y -= UY;
p2.x += UX;
p2.y += UY;
}
}
linea(renderer, static_cast<int>(p1.x), static_cast<int>(p1.y), static_cast<int>(p2.x), static_cast<int>(p2.y), brightness, thickness, color, alpha);
}
} else if (primitive.points.size() >= 2) { // LINE
const Vec2 P1 = transformPoint(primitive.points[0], shape_centre, position, angle, scale);
const Vec2 P2 = transformPoint(primitive.points[1], shape_centre, position, angle, scale);
linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y), static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, thickness, color, alpha);
}
}
}
void renderShape(Rendering::Renderer* renderer,
const std::shared_ptr<Graphics::Shape>& shape,
const Vec2& position,
float angle,
float scale,
float progress,
float brightness,
SDL_Color color,
float thickness,
float alpha,
bool glow) {
if (!shape || !shape->isValid()) {
return;
}
if (progress < 1.0F) {
return;
}
if (!glow) {
renderSinglePass(renderer, shape, position, angle, scale, brightness, color, thickness, alpha);
return;
}
// Glow: multi-pass amb halos translúcids proporcionals al tamany de
// la shape. Cada pass amb thickness_ratio<0 usa el thickness/alpha
// que ha passat el caller (és el "core" / línia real). Saturem la
// mida de referència a MAX_REFERENCE_RADIUS perquè shapes molt
// grans (logos) no tinguin halo desproporcionat.
const float RAW_REF = shape->getBoundingRadius() * scale;
const float REFERENCE_SIZE = std::min(RAW_REF, Defaults::FX::Glow::MAX_REFERENCE_RADIUS);
for (const auto& pass : Defaults::FX::Glow::PASSES) {
float pass_thickness = thickness;
float pass_alpha = alpha;
if (pass.thickness_ratio > 0.0F) {
pass_thickness = REFERENCE_SIZE * pass.thickness_ratio;
pass_alpha = pass.alpha * alpha; // respecta el master alpha del caller
}
renderSinglePass(renderer, shape, position, angle, scale, brightness, color, pass_thickness, pass_alpha);
}
}
} // namespace Rendering