59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
// line_renderer.cpp - Implementación de renderizado de líneas (SDL3 GPU)
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// © 2026 JailDesigner
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#include "core/rendering/line_renderer.hpp"
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#include "core/defaults.hpp"
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namespace Rendering {
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// Color global compartido para líneas sin paleta propia (HUD, debug, texto
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// genérico). Equivale al "color máximo" de la antigua oscilación CPU: verde
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// fósforo CRT. El pulso de brillo lo aplica ahora el shader de postpro.
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SDL_Color g_current_line_color = {100, 255, 100, 255};
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// Grosor global por defecto. Configurable via setLineThickness.
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float g_current_line_thickness = Defaults::Rendering::LINE_THICKNESS_DEFAULT;
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void linea(Renderer* renderer,
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int x1,
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int y1,
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int x2,
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int y2,
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float brightness,
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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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// Coords lógicas (1280×720). El shader hace el mapeo a NDC; el viewport
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// del SDLManager hace el letterbox a píxeles físicos.
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const auto FX1 = static_cast<float>(x1);
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const auto FY1 = static_cast<float>(y1);
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const auto FX2 = static_cast<float>(x2);
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const auto FY2 = static_cast<float>(y2);
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// color.alpha==0 → usar color global (verde fósforo). 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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renderer->pushLine(FX1, FY1, FX2, FY2, W, R, G, B, 1.0F);
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}
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void setLineColor(SDL_Color color) { g_current_line_color = color; }
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void setLineThickness(float thickness) {
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if (thickness > 0.0F) {
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g_current_line_thickness = thickness;
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}
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}
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auto getLineThickness() -> float { return g_current_line_thickness; }
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} // namespace Rendering
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