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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-27 10:35:06 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-27 10:35:06 +0100
commit368aeba5bcfafe445b3af5748f3798aa75003bf2 (patch)
tree7c15a1354b349e6d9207340fcecbc86038513f5d
parentc5d1b46ba804eaabdb4fc2f4f4295292032def65 (diff)
implemented feedback on PR40 and made camera sizes ivec2
-rw-r--r--src/crepe/api/Camera.h11
-rw-r--r--src/crepe/api/Config.h2
-rw-r--r--src/crepe/api/Sprite.cpp3
-rw-r--r--src/crepe/facade/SDLContext.cpp49
-rw-r--r--src/crepe/facade/SDLContext.h27
-rw-r--r--src/crepe/system/RenderSystem.cpp8
-rw-r--r--src/crepe/system/RenderSystem.h4
-rw-r--r--src/example/rendering_particle.cpp8
8 files changed, 51 insertions, 61 deletions
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index ec94c44..151e5d9 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -2,8 +2,6 @@
#include "Color.h"
#include "Component.h"
-
-#include "api/Config.h"
#include "types.h"
namespace crepe {
@@ -31,17 +29,18 @@ public:
Color bg_color;
//! pos The position of the camera in world units
- vec2 pos = Config::get_instance().win_set.pos;
+ vec2 pos = {0,0};
//! screen the display size in pixels ( output resolution )
- vec2 screen = Config::get_instance().win_set.def_size;
+ ivec2 screen = {1080,720};
//! viewport is the area of the world visible through the camera (in world units)
- vec2 viewport = Config::get_instance().win_set.def_size;
+ //vec2 viewport = {1000, 2000};
+ ivec2 viewport = {500, 1000};
//! scale scaling factor from world units to pixel coordinates
//! Zoom level of the camera view.
- double zoom = Config::get_instance().win_set.zoom;
+ double zoom = 1.0f;
public:
/**
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 6de93f0..2723461 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -66,7 +66,7 @@ public:
//! default window settings
struct {
//TODO make this constexpr because this will never change
- vec2 def_size = {1080, 720};
+ ivec2 def_size = {1080, 720};
vec2 pos = {0, 0};
float zoom = 1.0f;
} win_set;
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index c219dd0..27f219c 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,3 +1,4 @@
+#include <cmath>
#include <memory>
#include "../util/Log.h"
@@ -16,7 +17,7 @@ Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color
color(color),
flip(flip),
sprite_image(image),
- aspect_ratio(sprite_image->get_width() / sprite_image->get_height()) {
+ aspect_ratio(static_cast<double>(sprite_image->get_width()) / sprite_image->get_height()) {
dbg_trace();
this->sprite_rect.w = sprite_image->get_width();
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 55b0082..fca3de4 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -8,6 +8,7 @@
#include <cmath>
#include <cstddef>
#include <functional>
+#include <iostream>
#include <memory>
#include <stdexcept>
@@ -18,6 +19,7 @@
#include "../util/Log.h"
#include "SDLContext.h"
+#include "api/Config.h"
#include "types.h"
using namespace crepe;
@@ -34,9 +36,11 @@ SDLContext::SDLContext() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
+
+ auto & cfg = Config::get_instance().win_set;
SDL_Window * tmp_window
= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->window.x, this->window.y, 0);
+ cfg.def_size.x,cfg.def_size.y, 0);
if (!tmp_window) {
throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError()));
}
@@ -106,20 +110,22 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
};
}
SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
- const double & img_scale, const vec2 & cam_scale) const {
+ const double & img_scale) const {
int width, height;
- if (sprite.sprite_rect.w > sprite.sprite_rect.h) {
- width = static_cast<int>(sprite.width * cam_scale.x);
- height = static_cast<int>(width / sprite.aspect_ratio);
+ if (sprite.width > sprite.height) {
+ width = sprite.width;
+ height = static_cast<int>(sprite.width / sprite.aspect_ratio);
} else {
- height = static_cast<int>(sprite.height * cam_scale.y);
- width = static_cast<int>(height * sprite.aspect_ratio);
+ height = sprite.height;
+ width = static_cast<int>(sprite.height * sprite.aspect_ratio);
}
- width *= img_scale;
- height *= img_scale;
+ cout << width << " " << height << " " << " " << sprite.aspect_ratio << endl;
+
+ width *= img_scale * cam.zoom;
+ height *= img_scale * cam.zoom;
return SDL_Rect{
.x = static_cast<int>((pos.x - cam.pos.x + (cam.viewport.x / 2) - width / 2)),
@@ -130,22 +136,20 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const
}
void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & img_scale, const Camera & cam,
- const vec2 & cam_scale) {
+ const double & img_scale, const Camera & cam) {
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale, cam_scale);
+ SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale);
SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
&dstrect, angle, NULL, render_flip);
}
-void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam,
- const vec2 & cam_scale) {
+void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
@@ -153,32 +157,29 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const
SDL_Rect srcrect = this->get_src_rect(sprite);
SDL_Rect dstrect
- = this->get_dst_rect(sprite, transform.position, cam, transform.scale, cam_scale);
+ = this->get_dst_rect(sprite, transform.position, cam, transform.scale);
SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
&dstrect, transform.rotation, NULL, render_flip);
}
-void SDLContext::set_camera(const Camera & cam, vec2 & scale) {
+void SDLContext::set_camera(const Camera & cam) {
// resize window
- if ((int) this->window.x != (int) cam.screen.x
- || (int) this->window.y != (int) cam.screen.y) {
- SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y);
- this->window = cam.screen;
+ int w,h;
+ SDL_GetWindowSize(this->game_window.get(), &w, &h);
+ if ( w != cam.screen.x || h != cam.screen.y) {
+ SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
}
double screen_aspect = cam.screen.x / cam.screen.y;
double viewport_aspect = cam.viewport.x / cam.viewport.y;
- // decide scaling factor for world to screen
- scale = cam.screen / cam.viewport * cam.zoom;
-
SDL_Rect view;
-
// calculate black bars
if (screen_aspect > viewport_aspect) {
// lettorboxing
+ view.h = static_cast<int>(cam.screen.y / cam.zoom);
view.w = static_cast<int>(cam.screen.y * viewport_aspect);
view.x = static_cast<int>(cam.screen.x - view.w) / 2;
view.y = 0;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 1a9316e..2e40b6f 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -11,9 +11,8 @@
#include "../api/Sprite.h"
#include "../api/Transform.h"
-#include "api/Camera.h"
+#include "../api/Camera.h"
-#include "api/Config.h"
#include "types.h"
namespace crepe {
@@ -101,14 +100,14 @@ private:
* \param texture Reference to the Texture object.
* \return Width of the texture as an integer.
*/
- int get_width(const Texture &) const;
+ int get_width(const Texture & texture) const;
/**
* \brief Gets the height of a texture.
* \param texture Reference to the Texture object.
* \return Height of the texture as an integer.
*/
- int get_height(const Texture &) const;
+ int get_height(const Texture & texture) const;
private:
//! Will use draw,clear_screen, present_screen, camera.
@@ -118,11 +117,9 @@ private:
* \brief Draws a sprite to the screen using the specified transform and camera.
* \param sprite Reference to the Sprite to draw.
* \param transform Reference to the Transform for positioning.
- * \param cam_pos position of the current camera in the scene
- * \param cam_scale multiplier for the world to screen
+ * \param cam camera of the current scene
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & cam,
- const vec2 & cam_scale);
+ void draw(const Sprite & sprite, const Transform & transform, const Camera & cam);
/**
* \brief Draws a particle to the screen using the specified parameters
@@ -130,12 +127,11 @@ private:
* \param sprite Referenceto the sprite to draw
* \param pos particle position in world units
* \param angle particle angle in degrees
- * \param cam_pos camera position in world units
* \param img_scale scalar multiplier to increase image size
- * \param cam_scale camera scalar for world to screen
+ * \param cam camera of the current scene
*/
void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & img_scale, const Camera & cam, const vec2 & cam_scale);
+ const double & img_scale, const Camera & cam);
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -147,7 +143,7 @@ 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, vec2 & scale);
+ void set_camera(const Camera & camera);
private:
/**
@@ -163,13 +159,12 @@ private:
*
* \param sprite Reference to the sprite to calculate rectangle
* \param pos the pos in world units
- * \param cam_pos the camera position in world units
+ * \param cam the camera of the current scene
* \param img_scale the image multiplier for increasing img size
- * \param scale the multiplier for world to screen
* \return sdl rectangle to draw a dst image to draw on the screen
*/
SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
- const double & img_scale, const vec2 & cam_scale) const;
+ const double & img_scale) const;
private:
//! sdl Window
@@ -178,8 +173,6 @@ private:
//! renderer for the crepe engine
std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer;
- //! viewport for the camera window
- vec2 window = Config::get_instance().win_set.def_size;
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 564fc79..beed9ce 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -2,7 +2,6 @@
#include <cassert>
#include <cmath>
#include <functional>
-#include <iostream>
#include <stdexcept>
#include <vector>
@@ -10,7 +9,6 @@
#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
-#include "../api/Vector2.h"
#include "../facade/SDLContext.h"
#include "RenderSystem.h"
@@ -30,7 +28,7 @@ void RenderSystem::update_camera() {
for (Camera & cam : cameras) {
if (!cam.active) continue;
- this->context.set_camera(cam, this->scale);
+ this->context.set_camera(cam);
this->curr_cam_ref = &cam;
}
}
@@ -73,13 +71,13 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
for (const Particle & p : em.data.particles) {
if (!p.active) continue;
this->context.draw_particle(sprite, p.position, p.angle, scale,
- *this->curr_cam_ref, this->scale);
+ *this->curr_cam_ref);
}
}
return rendering_particles;
}
void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
- this->context.draw(sprite, tm, *this->curr_cam_ref, this->scale);
+ this->context.draw(sprite, tm, *this->curr_cam_ref);
}
void RenderSystem::render() {
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 97222f3..08930b0 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -77,10 +77,8 @@ private:
private:
//! Pointer to the current active camera for rendering
- Camera * curr_cam_ref = nullptr;
// TODO: needs a better solution
-
- vec2 scale;
+ Camera * curr_cam_ref = nullptr;
SDLContext & context = SDLContext::get_instance();
};
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index eec2769..680c0ac 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -32,13 +32,13 @@ int main(int argc, char * argv[]) {
Color color(255, 255, 255, 255);
Sprite & test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("asset/spritesheet/spritesheet_test.png"), color,
+ make_shared<Texture>("asset/texture/test_ap43.png"), color,
FlipSettings{true, true});
test_sprite.order_in_layer = 5;
- test_sprite.width = 1000;
- test_sprite.height = 500;
+ test_sprite.width = 259;
+ test_sprite.height = 195;
- game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
+ //game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
/*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{