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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-22 13:54:13 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-22 13:54:13 +0100
commit385f19a8c896ec126c569f1e5337d6d370d20517 (patch)
treebdadcca9c504176ada3ba4ef8e9754df8042e52e
parentad0dcad1f11d698abf71bf69fb0927c26298d253 (diff)
working aspect ratio in world units. and add pillarboxing/letterboxing depending on ratio
-rw-r--r--src/crepe/api/Camera.h4
-rw-r--r--src/crepe/api/Color.cpp2
-rw-r--r--src/crepe/facade/SDLContext.cpp98
-rw-r--r--src/crepe/facade/SDLContext.h4
-rw-r--r--src/example/rendering_particle.cpp12
5 files changed, 87 insertions, 33 deletions
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index d7292ef..c42ed0d 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -32,10 +32,10 @@ public:
Vector2 pos = {0, 0};
//! screen the display size in pixels ( output resolution )
- Vector2 screen = {640, 480};
+ Vector2 screen = {1080, 720};
//! viewport is the area of the world visible through the camera (in world units)
- Vector2 viewport = {500, 500};
+ Vector2 viewport = {2000, 1000};
//! scale scaling factor from world units to pixel coordinates
Vector2 scale = {0, 0};
diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp
index 29bd77a..dc7c15f 100644
--- a/src/crepe/api/Color.cpp
+++ b/src/crepe/api/Color.cpp
@@ -2,7 +2,7 @@
using namespace crepe;
-const Color Color::WHITE{0xff, 0xff, 0xff};
+const Color Color::WHITE{0xff, 0xff, 0xff, 0xff};
const Color Color::RED{0xff, 0x00, 0x00};
const Color Color::GREEN{0x00, 0xff, 0x00};
const Color Color::BLUE{0x00, 0x00, 0xff};
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 74af25f..e187d67 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -5,12 +5,12 @@
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_video.h>
+#include <algorithm>
#include <cmath>
#include <cstddef>
#include <functional>
#include <memory>
#include <stdexcept>
-#include <string>
#include "../api/Camera.h"
#include "../api/Sprite.h"
@@ -94,7 +94,10 @@ void SDLContext::handle_events(bool & running) {
*/
}
-void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
+void SDLContext::clear_screen() {
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ SDL_RenderClear(this->game_renderer.get());
+}
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
@@ -108,20 +111,11 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos,
const double & scale, const Camera & cam) const {
- Vector2 pixel_coord = (transform.position - cam.pos) * cam.scale;
- double pixel_w = sprite.sprite_rect.w * transform.scale * cam.scale.x;
- double pixel_h = sprite.sprite_rect.h * transform.scale * cam.scale.y;
-
- double adjusted_x = (pos.x - cam.x) * cam.zoom;
- double adjusted_y = (pos.y - cam.y) * cam.zoom;
- double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom;
- double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom;
-
return SDL_Rect{
- .x = static_cast<int>(adjusted_x),
- .y = static_cast<int>(adjusted_y),
- .w = static_cast<int>(adjusted_w),
- .h = static_cast<int>(adjusted_h),
+ .x = static_cast<int>(sprite.sprite_rect.x - 400 / 2),
+ .y = static_cast<int>(sprite.sprite_rect.y - 300 / 2),
+ .w = static_cast<int>(400),
+ .h = static_cast<int>(300),
};
}
@@ -153,27 +147,81 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const
&dstrect, transform.rotation, NULL, render_flip);
}
-void SDLContext::set_camera(const Camera & cam) {
+void SDLContext::set_camera(Camera & cam) {
+ if (this->viewport.w != (int)cam.screen.x && this->viewport.h != (int)cam.screen.y) {
+ SDL_SetWindowSize(this->game_window.get(), (int)cam.screen.x, (int)cam.screen.y);
+ this->viewport.h = cam.screen.y;
+ this->viewport.w = cam.screen.x;
+ }
double screen_aspect = cam.screen.x / cam.screen.y;
double viewport_aspect = cam.viewport.x / cam.viewport.y;
- Vector2 zoomed_viewport = cam.viewport * cam.zoom;
+
+ SDL_Rect view;
if (screen_aspect > viewport_aspect) {
- cam.scale.x = cam.scale.y = cam.screen.x / zoomed_viewport.x;
+ view.h = static_cast<int>(cam.screen.y);
+ view.w = static_cast<int>(cam.screen.y * viewport_aspect);
+ view.x = static_cast<int>(cam.screen.x - view.w) / 2;
+ view.y = 0;
} else {
- cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y;
+ view.w = static_cast<int>(cam.screen.x);
+ view.h = static_cast<int>(cam.screen.x / viewport_aspect);
+ view.x = 0;
+ view.y = static_cast<int>(cam.screen.y - view.h) / 2;
}
+ SDL_RenderSetViewport(this->game_renderer.get(), &view);
- if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) {
- this->viewport.w = cam.screen.x;
- this->viewport.h = cam.screen.y;
- SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
+ SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y);
+ SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
+ cam.bg_color.b, cam.bg_color.a);
+ SDL_Rect bg = {
+ .x = 0,
+ .y = 0,
+ .w = static_cast<int>(cam.viewport.x),
+ .h = static_cast<int>(cam.viewport.y),
+ };
+ SDL_RenderFillRect(this->game_renderer.get(), &bg);
+
+ /*
+ float offset_x = 0, offset_y = 0;
+
+
+ double scale_factor = min(cam.screen.x / cam.viewport.x, cam.screen.y / cam.viewport.y);
+ cam.scale.x = scale_factor * cam.viewport.x;
+ cam.scale.y = scale_factor * cam.viewport.y;
+
+ offset_x = (cam.screen.x - cam.scale.x) / 2;
+ offset_y = (cam.screen.y - cam.scale.y) / 2;
+
+ float bar_w = cam.screen.x - cam.scale.x;
+ float bar_h = cam.screen.y - cam.scale.y;
+
+ SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255);
+ if (bar_w > 0) {
+ SDL_Rect left_bar = {0, 0, static_cast<int>(offset_x), static_cast<int>(cam.screen.y)};
+ SDL_RenderDrawRect(this->game_renderer.get(), &left_bar);
+
+ SDL_Rect right_bar = {static_cast<int>(offset_x + cam.scale.x), 0,
+ static_cast<int>(offset_x), static_cast<int>(cam.screen.y)};
+ SDL_RenderDrawRect(this->game_renderer.get(), &right_bar);
}
- SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
- cam.bg_color.b, cam.bg_color.a);
+ if (screen_aspect > viewport_aspect) {
+ // pillarboxing
+ cam.scale.x = cam.scale.y = cam.screen.x / cam.viewport.x;
+ offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2;
+ } else if (screen_aspect < viewport_aspect) {
+ // lettor boxing
+ cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y;
+ offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2;
+ } else {
+ // screen ration is even
+ offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2;
+ offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2;
+ }
+ */
}
uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 841ffc9..45bbda6 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -133,7 +133,7 @@ private:
* \brief sets the background of the camera (will be adjusted in future PR)
* \param camera Reference to the Camera object.
*/
- void set_camera(const Camera & camera);
+ void set_camera(Camera & camera);
private:
/**
@@ -164,7 +164,7 @@ private:
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
//! viewport for the camera window
- SDL_Rect viewport = {0, 0, 640, 480};
+ SDL_Rect viewport = {0, 0, 1280, 720};
};
} // namespace crepe
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 4571afb..96ef3df 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -23,16 +23,18 @@ using namespace std;
int main(int argc, char * argv[]) {
ComponentManager mgr;
- GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1);
+ GameObject game_object = mgr.new_object("", "", Vector2{400, 300}, 0, 0.1);
RenderSystem sys{mgr};
ParticleSystem psys{mgr};
Color color(255, 255, 255, 255);
Sprite & test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{false, false});
+ make_shared<Texture>("asset/texture/test_ap43.png"), color, FlipSettings{false, false});
test_sprite.order_in_layer = 5;
+
+ /*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
.max_particles = 10,
@@ -52,13 +54,17 @@ int main(int argc, char * argv[]) {
},
.sprite = test_sprite,
});
+ */
+
game_object.add_component<Camera>(Color::WHITE);
+ /*
game_object
- .add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"), color,
+ .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color,
FlipSettings{false, false})
.order_in_layer
= 6;
+ */
auto start = std::chrono::steady_clock::now();
while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {