6d7060ceb5
Cada entity declara su color de linea via parametro opcional. Cuando
alpha==0 el pipeline cae al color global del oscilador (compatibilidad
con el comportamiento anterior).
Defaults::Palette (defaults.hpp):
- SHIP = blanco neutro
- BULLET = verde laser
- PENTAGON = azul "esquivador"
- QUADRAT = rojo "tank"
- MOLINILLO = magenta agresivo
Pipeline:
- linea(): parametro SDL_Color color (default {0,0,0,0}). En .cpp,
fuente del color = color.a>0 ? color : g_current_line_color.
- render_shape(): parametro SDL_Color color que propaga a cada linea
del shape.
- Debris: campo color en la struct; explode() recibe SDL_Color color
y lo guarda en cada fragment; draw() lo pasa a linea().
Aplicacion:
- Ship::draw -> Palette::SHIP.
- Bullet::draw -> Palette::BULLET.
- Enemy::draw -> Palette::{PENTAGON,QUADRAT,MOLINILLO} segun type_.
- CollisionSystem detectBulletEnemy: debris hereda color del enemy.
- GameScene::tocado: debris hereda Palette::SHIP.
Smoke test xvfb OK.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
112 lines
4.4 KiB
C++
112 lines
4.4 KiB
C++
// shape_renderer.cpp - Implementació del renderizado de formes
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// © 2025 Port a C++20 con SDL3
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#include "core/rendering/shape_renderer.hpp"
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#include <cmath>
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#include "core/defaults.hpp"
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#include "core/rendering/line_renderer.hpp"
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namespace Rendering {
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// Helper: aplicar rotación 3D a un point 2D (assumeix Z=0)
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static Vec2 apply_3d_rotation(float x, float y, const Rotation3D& rot) {
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float z = 0.0F; // Todos los points 2D comencen a Z=0
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// Pitch (rotación eix X): cabeceo arriba/baix
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float cos_pitch = std::cos(rot.pitch);
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float sin_pitch = std::sin(rot.pitch);
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float y1 = (y * cos_pitch) - (z * sin_pitch);
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float z1 = (y * sin_pitch) + (z * cos_pitch);
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// Yaw (rotación eix Y): guiñada izquierda/derecha
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float cos_yaw = std::cos(rot.yaw);
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float sin_yaw = std::sin(rot.yaw);
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float x2 = (x * cos_yaw) + (z1 * sin_yaw);
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float z2 = (-x * sin_yaw) + (z1 * cos_yaw);
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// Roll (rotación eix Z): alabeo lateral
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float cos_roll = std::cos(rot.roll);
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float sin_roll = std::sin(rot.roll);
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float x3 = (x2 * cos_roll) - (y1 * sin_roll);
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float y3 = (x2 * sin_roll) + (y1 * cos_roll);
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// Proyecció perspectiva (Z-divide simple)
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// Naves quieren hacia el point de fuga (320, 240) a "infinit" (Z → +∞)
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// Z més grande = més lluny = més pequeño a pantalla
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constexpr float perspective_factor = 500.0F;
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float scale_factor = perspective_factor / (perspective_factor + z2);
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return {.x = x3 * scale_factor, .y = y3 * scale_factor};
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}
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// Helper: transformar un point con rotación, scale i traslación
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static Vec2 transform_point(const Vec2& point, const Vec2& shape_centre, const Vec2& position, float angle, float scale, const Rotation3D* rotation_3d) {
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// 1. Centrar el point respecte al centro de la shape
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float centered_x = point.x - shape_centre.x;
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float centered_y = point.y - shape_centre.y;
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// 2. Aplicar rotación 3D (si es proporciona)
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if ((rotation_3d != nullptr) && rotation_3d->has_rotation()) {
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Vec2 rotated_3d = apply_3d_rotation(centered_x, centered_y, *rotation_3d);
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centered_x = rotated_3d.x;
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centered_y = rotated_3d.y;
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}
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// 3. Aplicar scale al point (después de rotación 3D)
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float scaled_x = centered_x * scale;
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float scaled_y = centered_y * scale;
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// 4. Aplicar rotación 2D (Z-axis, tradicional)
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// IMPORTANT: En el sistema original, angle=0 apunta AMUNT (no derecha)
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// Per això usem (angle - PI/2) per compensar
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// Pero aquí angle ya ve en el sistema correcte del juego
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float cos_a = std::cos(angle);
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float sin_a = std::sin(angle);
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float rotated_x = (scaled_x * cos_a) - (scaled_y * sin_a);
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float rotated_y = (scaled_x * sin_a) + (scaled_y * cos_a);
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// 5. Aplicar traslación a posición mundial
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return {.x = rotated_x + position.x, .y = rotated_y + position.y};
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}
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void render_shape(Rendering::Renderer* renderer,
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const std::shared_ptr<Graphics::Shape>& shape,
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const Vec2& position,
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float angle,
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float scale,
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float progress,
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float brightness,
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const Rotation3D* rotation_3d,
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SDL_Color color) {
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if (!shape || !shape->isValid()) {
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return;
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}
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if (progress < 1.0F) {
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return;
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}
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const Vec2& SHAPE_CENTRE = shape->getCenter();
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for (const auto& primitive : shape->get_primitives()) {
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if (primitive.type == Graphics::PrimitiveType::POLYLINE) {
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// POLYLINE: conectar puntos consecutivos.
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for (size_t i = 0; i < primitive.points.size() - 1; i++) {
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const Vec2 P1 = transform_point(primitive.points[i], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P2 = transform_point(primitive.points[i + 1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
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static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
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}
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} else if (primitive.points.size() >= 2) { // LINE
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const Vec2 P1 = transform_point(primitive.points[0], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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const Vec2 P2 = transform_point(primitive.points[1], SHAPE_CENTRE, position, angle, scale, rotation_3d);
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linea(renderer, static_cast<int>(P1.x), static_cast<int>(P1.y),
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static_cast<int>(P2.x), static_cast<int>(P2.y), brightness, 0.0F, color);
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}
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}
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}
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} // namespace Rendering
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