fa7da4ca58
El runtime de rendering pasa a SDL3 GPU. SDL_Renderer eliminado por completo del proyecto: SDLManager posee un GpuFrameRenderer y todo el resto del codigo habla con un Rendering::Renderer* opaco (alias del GpuFrameRenderer). Cambios principales: - core/rendering/render_context.hpp: alias central `using Rendering::Renderer = GPU::GpuFrameRenderer;` — punto unico de indireccion entre el juego y el backend de dibujo. - core/rendering/sdl_manager.hpp/cpp: deja de tener SDL_Renderer*; contiene un Rendering::Renderer gpu_renderer_. iniciar() ahora hace GpuDevice::init + pipeline; clear() llama beginFrame; present() llama endFrame. Letterbox se aplica via setViewport tras cada begin del render pass. toggleVSync() usa SDL_SetGPUSwapchainParameters. - core/rendering/line_renderer.hpp/cpp: la firma cambia a `linea(Renderer*, x1,y1,x2,y2, brightness, thickness)`. La implementacion deja de usar SDL_RenderLine: empuja la linea como quad extrudido al batch del GpuFrameRenderer. Se anade un grosor global configurable via setLineThickness (default 1.5 px). Ya no se aplica transform_x/y porque el shader hace logical->NDC y el viewport hace el letterbox. - gpu_frame_renderer: anade setViewport (aplicable mid-frame), setVSync (PRESENTMODE_VSYNC/IMMEDIATE) y applyViewport interno que re-aplica el viewport tras reabrir el render pass en flushBatch. - Sed sweep masivo en 19 archivos: SDL_Renderer* -> Rendering::Renderer* en headers y .cpp de entities, effects, graphics y title. Los archivos solo propagan el puntero — solo line_renderer consume sus metodos. SDL_Renderer queda eliminado del proyecto. Smoke test xvfb: backend Vulkan detectado, binario arranca, carga todos los shapes/audio/title, TitleScene inicializa, termina limpio con "Adeu!". stderr vacio. Validacion visual pendiente en hardware real (xvfb VMware sin 3D no muestra el swapchain Vulkan). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
338 lines
11 KiB
C++
338 lines
11 KiB
C++
// ship_animator.cpp - Implementació del sistema de animación de naves
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// © 2025 Port a C++20 con SDL3
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#include "ship_animator.hpp"
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#include <algorithm>
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#include <cmath>
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#include "core/defaults.hpp"
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#include "core/graphics/shape_loader.hpp"
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#include "core/math/easing.hpp"
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#include "core/rendering/shape_renderer.hpp"
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namespace Title {
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ShipAnimator::ShipAnimator(Rendering::Renderer* renderer)
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: renderer_(renderer) {
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}
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void ShipAnimator::init() {
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// Carregar formes de naves con perspectiva pre-calculada
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auto forma_p1 = Graphics::ShapeLoader::load("ship_perspective.shp"); // Perspectiva izquierda
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auto forma_p2 = Graphics::ShapeLoader::load("ship2_perspective.shp"); // Perspectiva derecha
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// Configurar ship P1
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ships_[0].player_id = 1;
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ships_[0].shape = forma_p1;
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configurar_nau_p1(ships_[0]);
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// Configurar ship P2
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ships_[1].player_id = 2;
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ships_[1].shape = forma_p2;
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configurar_nau_p2(ships_[1]);
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}
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void ShipAnimator::update(float delta_time) {
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// Dispatcher segons state de cada ship
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for (auto& ship : ships_) {
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if (!ship.visible) {
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continue;
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}
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switch (ship.state) {
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case ShipState::ENTERING:
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actualitzar_entering(ship, delta_time);
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break;
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case ShipState::FLOATING:
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actualitzar_floating(ship, delta_time);
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break;
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case ShipState::EXITING:
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actualitzar_exiting(ship, delta_time);
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break;
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}
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}
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}
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void ShipAnimator::draw() const {
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for (const auto& ship : ships_) {
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if (!ship.visible) {
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continue;
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}
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// Renderizar ship (perspectiva ya incorporada a la shape)
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Rendering::render_shape(
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renderer_,
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ship.shape,
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ship.current_position,
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0.0F, // angle (rotación 2D no utilitzada)
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ship.current_scale,
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1.0F, // progress (siempre visible)
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1.0F // brightness (brightness màxima)
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);
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}
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}
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void ShipAnimator::start_entry_animation() {
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using namespace Defaults::Title::Ships;
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// Configurar ship P1 para l'animación de entrada
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ships_[0].state = ShipState::ENTERING;
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ships_[0].state_time = 0.0F;
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ships_[0].initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE);
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ships_[0].current_position = ships_[0].initial_position;
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ships_[0].current_scale = ships_[0].initial_scale;
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// Configurar ship P2 para l'animación de entrada
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ships_[1].state = ShipState::ENTERING;
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ships_[1].state_time = 0.0F;
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ships_[1].initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE);
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ships_[1].current_position = ships_[1].initial_position;
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ships_[1].current_scale = ships_[1].initial_scale;
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}
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void ShipAnimator::trigger_exit_animation() {
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// Configurar ambdues naves para l'animación de salida
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for (auto& ship : ships_) {
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// Canviar state a EXITING
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ship.state = ShipState::EXITING;
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ship.state_time = 0.0F;
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// Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
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ship.initial_position = ship.current_position;
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// La scale objetivo es preserva para calcular la interpolació
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// (current_scale pot ser diferent si está en ENTERING)
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}
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}
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void ShipAnimator::skip_to_floating_state() {
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// Posar ambdues naves directament en state FLOATING
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for (auto& ship : ships_) {
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ship.state = ShipState::FLOATING;
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ship.state_time = 0.0F;
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ship.oscillation_phase = 0.0F;
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// Posar en posición objetivo (sin animación)
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ship.current_position = ship.target_position;
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ship.current_scale = ship.target_scale;
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// NO establir visibilitat aquí - ya ho hace el caller
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// (evita fer visibles ambdues naves cuando solo una ha premut START)
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}
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}
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bool ShipAnimator::is_visible() const {
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// Retorna true si almenys una ship es visible
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for (const auto& ship : ships_) {
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if (ship.visible) {
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return true;
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}
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}
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return false;
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}
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void ShipAnimator::trigger_exit_animation_for_player(int player_id) {
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// Trobar la ship del player especificat
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for (auto& ship : ships_) {
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if (ship.player_id == player_id) {
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// Canviar state a EXITING solo per esta ship
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ship.state = ShipState::EXITING;
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ship.state_time = 0.0F;
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// Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
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ship.initial_position = ship.current_position;
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// La scale objetivo es preserva para calcular la interpolació
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// (current_scale pot ser diferent si está en ENTERING)
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break; // Solo una ship per player
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}
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}
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}
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void ShipAnimator::set_visible(bool visible) {
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for (auto& ship : ships_) {
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ship.visible = visible;
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}
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}
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bool ShipAnimator::is_animation_complete() const {
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// Comprovar si todas las naves són invisibles (han completat l'animación de salida)
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for (const auto& ship : ships_) {
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if (ship.visible) {
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return false; // Aún hay alguna ship visible
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}
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}
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return true; // Todas las naves són invisibles
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}
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// Métodos de animación (stubs)
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void ShipAnimator::actualitzar_entering(TitleShip& ship, float delta_time) {
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using namespace Defaults::Title::Ships;
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ship.state_time += delta_time;
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// Esperar al delay antes de començar l'animación
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if (ship.state_time < ship.entry_delay) {
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// Aún en delay: la ship es queda fuera de pantalla (posición inicial)
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ship.current_position = ship.initial_position;
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ship.current_scale = ship.initial_scale;
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return;
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}
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// Cálculo del progrés (restant el delay)
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float elapsed = ship.state_time - ship.entry_delay;
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float progress = std::min(1.0F, elapsed / ENTRY_DURATION);
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// Aplicar easing (ease_out_quad per arribada suau)
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float eased_progress = Easing::ease_out_quad(progress);
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// Lerp posición (inicial → objetivo)
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ship.current_position.x = Easing::lerp(ship.initial_position.x, ship.target_position.x, eased_progress);
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ship.current_position.y = Easing::lerp(ship.initial_position.y, ship.target_position.y, eased_progress);
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// Lerp scale (grande → normal)
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ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, eased_progress);
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// Transicionar a FLOATING cuando completi
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if (elapsed >= ENTRY_DURATION) {
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ship.state = ShipState::FLOATING;
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ship.state_time = 0.0F;
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ship.oscillation_phase = 0.0F; // Reiniciar fase de oscil·lació
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}
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}
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void ShipAnimator::actualitzar_floating(TitleShip& ship, float delta_time) {
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using namespace Defaults::Title::Ships;
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// Actualitzar time i fase de oscil·lació
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ship.state_time += delta_time;
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ship.oscillation_phase += delta_time;
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// Oscil·lació sinusoïdal X/Y (parámetros específics per ship)
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float offset_x = ship.amplitude_x * std::sin(2.0F * Defaults::Math::PI * ship.frequency_x * ship.oscillation_phase);
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float offset_y = ship.amplitude_y * std::sin((2.0F * Defaults::Math::PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
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// Aplicar oscil·lació a la posición objetivo
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ship.current_position.x = ship.target_position.x + offset_x;
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ship.current_position.y = ship.target_position.y + offset_y;
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// Escala constant (sin "breathing" per ara)
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ship.current_scale = ship.target_scale;
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}
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void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) {
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using namespace Defaults::Title::Ships;
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ship.state_time += delta_time;
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// Calcular progrés (0.0 → 1.0)
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float progress = std::min(1.0F, ship.state_time / EXIT_DURATION);
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// Aplicar easing (ease_in_quad per aceleración hacia el point de fuga)
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float eased_progress = Easing::ease_in_quad(progress);
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// Vec2 de fuga (centro del starfield)
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constexpr Vec2 punt_fuga{.x = VANISHING_POINT_X, .y = VANISHING_POINT_Y};
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// Lerp posición hacia el point de fuga (preservar posición inicial actual)
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// Nota: initial_position conté la posición on estava cuando es va activar EXITING
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ship.current_position.x = Easing::lerp(ship.initial_position.x, punt_fuga.x, eased_progress);
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ship.current_position.y = Easing::lerp(ship.initial_position.y, punt_fuga.y, eased_progress);
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// Escala redueix a 0 (simula Z → infinit)
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ship.current_scale = ship.target_scale * (1.0F - eased_progress);
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// Marcar invisible cuando l'animación completi
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if (progress >= 1.0F) {
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ship.visible = false;
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}
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}
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// Configuración
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void ShipAnimator::configurar_nau_p1(TitleShip& ship) {
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using namespace Defaults::Title::Ships;
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// Estat inicial: FLOATING (per test estàtic)
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ship.state = ShipState::FLOATING;
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ship.state_time = 0.0F;
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// Posicions (clock 8, bottom-left)
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ship.target_position = {.x = P1_TARGET_X(), .y = P1_TARGET_Y()};
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// Calcular posición inicial (fuera de pantalla)
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ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE);
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ship.current_position = ship.initial_position; // Començar fuera de pantalla
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// Escales
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ship.target_scale = FLOATING_SCALE;
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ship.current_scale = FLOATING_SCALE;
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ship.initial_scale = ENTRY_SCALE_START;
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// Flotació
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ship.oscillation_phase = 0.0F;
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// Parámetros de entrada
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ship.entry_delay = P1_ENTRY_DELAY;
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// Parámetros de oscil·lació específics P1
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ship.amplitude_x = FLOAT_AMPLITUDE_X;
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ship.amplitude_y = FLOAT_AMPLITUDE_Y;
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ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
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ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;
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// Visibilitat
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ship.visible = true;
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}
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void ShipAnimator::configurar_nau_p2(TitleShip& ship) {
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using namespace Defaults::Title::Ships;
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// Estat inicial: FLOATING (per test estàtic)
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ship.state = ShipState::FLOATING;
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ship.state_time = 0.0F;
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// Posicions (clock 4, bottom-right)
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ship.target_position = {.x = P2_TARGET_X(), .y = P2_TARGET_Y()};
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// Calcular posición inicial (fuera de pantalla)
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ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE);
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ship.current_position = ship.initial_position; // Començar fuera de pantalla
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// Escales
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ship.target_scale = FLOATING_SCALE;
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ship.current_scale = FLOATING_SCALE;
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ship.initial_scale = ENTRY_SCALE_START;
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// Flotació
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ship.oscillation_phase = 0.0F;
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// Parámetros de entrada
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ship.entry_delay = P2_ENTRY_DELAY;
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// Parámetros de oscil·lació específics P2
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ship.amplitude_x = FLOAT_AMPLITUDE_X;
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ship.amplitude_y = FLOAT_AMPLITUDE_Y;
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ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
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ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;
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// Visibilitat
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ship.visible = true;
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}
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Vec2 ShipAnimator::calcular_posicio_fora_pantalla(float angle_rellotge) const {
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using namespace Defaults::Title::Ships;
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// Convertir angle del rellotge a radians (per exemple: 240° per clock 8)
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// Calcular posición en direcció radial des del centro, pero més lluny
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// ENTRY_OFFSET es calcula automàticament: (SHIP_MAX_RADIUS * ENTRY_SCALE_START) + ENTRY_OFFSET_MARGIN
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float extended_radius = CLOCK_RADIUS + ENTRY_OFFSET;
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float x = (Defaults::Game::WIDTH / 2.0F) + (extended_radius * std::cos(angle_rellotge));
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float y = (Defaults::Game::HEIGHT / 2.0F) + (extended_radius * std::sin(angle_rellotge));
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return {.x = x, .y = y};
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}
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} // namespace Title
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