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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-22 16:16:27 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-22 16:16:27 +0100
commit4ce924b1b1322ee4da3ba50d6da856ad13a2190b (patch)
treefdb411aa1a79dd6f7e16bdc145607ca8813b118c
parent385f19a8c896ec126c569f1e5337d6d370d20517 (diff)
working scaling image with scaling world to screen
-rw-r--r--src/crepe/api/Camera.h4
-rw-r--r--src/crepe/api/Sprite.cpp4
-rw-r--r--src/crepe/api/Sprite.h8
-rw-r--r--src/crepe/api/Vector2.cpp4
-rw-r--r--src/crepe/api/Vector2.h3
-rw-r--r--src/crepe/facade/SDLContext.cpp86
-rw-r--r--src/crepe/facade/SDLContext.h10
-rw-r--r--src/crepe/system/RenderSystem.cpp7
-rw-r--r--src/crepe/system/RenderSystem.h5
-rw-r--r--src/example/rendering_particle.cpp4
10 files changed, 65 insertions, 70 deletions
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index c42ed0d..083dc19 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -38,10 +38,8 @@ public:
Vector2 viewport = {2000, 1000};
//! scale scaling factor from world units to pixel coordinates
- Vector2 scale = {0, 0};
-
//! Zoom level of the camera view.
- double zoom = 1.0f;
+ double zoom = 1.5f;
public:
/**
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index bd2d5cf..3853aab 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -15,7 +15,9 @@ Sprite::Sprite(game_object_id_t id, const shared_ptr<Texture> image, const Color
: Component(id),
color(color),
flip(flip),
- sprite_image(image) {
+ sprite_image(image),
+ aspect_ratio(sprite_image->get_width() / sprite_image->get_height())
+{
dbg_trace();
this->sprite_rect.w = sprite_image->get_width();
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 74a55d4..66599c9 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,6 +1,7 @@
#pragma once
#include <memory>
+#include <sys/types.h>
#include "../Component.h"
@@ -62,6 +63,13 @@ public:
//! Order within the sorting layer
uint8_t order_in_layer = 0;
+ //! width in world units
+ int width = 0;
+ //! height in world units
+ int height = 0;
+
+ const double aspect_ratio;
+
public:
/**
* \brief Gets the maximum number of instances allowed for this sprite.
diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp
index 8658c00..c8253d7 100644
--- a/src/crepe/api/Vector2.cpp
+++ b/src/crepe/api/Vector2.cpp
@@ -40,6 +40,10 @@ Vector2 Vector2::operator/(const Vector2 & other) const {
return {this->x / other.x, this->y / other.y};
}
+Vector2 Vector2::operator/(const double & other) const {
+ return {this->x / other, this->y / other};
+}
+
Vector2 Vector2::operator-() const { return {-x, -y}; }
bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; }
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index 790160d..5a23699 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -30,6 +30,9 @@ struct Vector2 {
//! Divides this vector by another vector element-wise and updates this vector.
Vector2 operator/(const Vector2 & other) const;
+ //! Divides a scalar value to both components of this vector and updates this vector.
+ Vector2 operator/(const double & other) const;
+
//! Adds another vector to this vector and updates this vector.
Vector2 & operator+=(const Vector2 & other);
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index e187d67..f49539c 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -9,6 +9,7 @@
#include <cmath>
#include <cstddef>
#include <functional>
+#include <iostream>
#include <memory>
#include <stdexcept>
@@ -109,48 +110,60 @@ 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 {
+ const Vector2 & scale) const {
+
+ int pixel_width, pixel_height;
+
+ if (sprite.sprite_rect.w > sprite.sprite_rect.h) {
+ pixel_width = static_cast<int>(sprite.width * scale.x);
+ pixel_height = static_cast<int>(pixel_width / sprite.aspect_ratio);
+ } else {
+ pixel_height = static_cast<int>(sprite.height * scale.y);
+ pixel_width = static_cast<int>(pixel_height * sprite.aspect_ratio);
+ }
+
+ int pixel_x = static_cast<int>((pos.x - pixel_width / 2));
+ int pixel_y = static_cast<int>((pos.y - pixel_height / 2));
return SDL_Rect{
- .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),
+ .x = pixel_x,
+ .y = pixel_y,
+ .w = pixel_width,
+ .h = pixel_height,
};
}
void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos,
- const double & angle, const double & scale,
- const Camera & camera) {
+ const double & angle, const Vector2 & scale) {
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, scale, camera);
+ SDL_Rect dstrect = this->get_dst_rect(sprite, pos, 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) {
+void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Vector2 & scale) {
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, transform.position, transform.scale, cam);
+ SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, scale);
SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
&dstrect, transform.rotation, NULL, render_flip);
}
-void SDLContext::set_camera(Camera & cam) {
+void SDLContext::set_camera(const Camera & cam, Vector2 & scale) {
- 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);
+ 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;
}
@@ -158,16 +171,18 @@ void SDLContext::set_camera(Camera & cam) {
double screen_aspect = cam.screen.x / cam.screen.y;
double viewport_aspect = cam.viewport.x / cam.viewport.y;
+ scale = cam.screen / cam.viewport * cam.zoom;
+
SDL_Rect view;
if (screen_aspect > viewport_aspect) {
- view.h = static_cast<int>(cam.screen.y);
+ 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;
} else {
- view.w = static_cast<int>(cam.screen.x);
view.h = static_cast<int>(cam.screen.x / viewport_aspect);
+ view.w = static_cast<int>(cam.screen.x / cam.zoom);
view.x = 0;
view.y = static_cast<int>(cam.screen.y - view.h) / 2;
}
@@ -175,7 +190,7 @@ void SDLContext::set_camera(Camera & cam) {
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);
+ cam.bg_color.b, cam.bg_color.a);
SDL_Rect bg = {
.x = 0,
.y = 0,
@@ -183,45 +198,6 @@ void SDLContext::set_camera(Camera & cam) {
.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);
- }
-
- 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 45bbda6..68d1630 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -118,10 +118,9 @@ private:
* \param transform Reference to the Transform for positioning.
* \param camera Reference to the Camera for view adjustments.
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
+ void draw(const Sprite & sprite, const Transform & transform, const Vector2 & scale);
- void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle,
- const double & scale, const Camera & camera);
+ void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const Vector2 & scale);
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -133,7 +132,7 @@ private:
* \brief sets the background of the camera (will be adjusted in future PR)
* \param camera Reference to the Camera object.
*/
- void set_camera(Camera & camera);
+ void set_camera(const Camera & camera, Vector2 & scale);
private:
/**
@@ -153,8 +152,7 @@ private:
* on the camera
* \return sdl rectangle to draw a dst image to draw on the screen
*/
- SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale,
- const Camera & cam) const;
+ SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & scale) const;
private:
//! sdl Window
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index ad510f5..a16fbb5 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -30,7 +30,7 @@ void RenderSystem::update_camera() {
for (Camera & cam : cameras) {
if (!cam.active) continue;
- this->context.set_camera(cam);
+ this->context.set_camera(cam, this->scale);
this->curr_cam_ref = &cam;
}
}
@@ -72,14 +72,13 @@ 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->context.draw_particle(sprite, p.position, p.angle, this->scale * scale);
}
}
return rendering_particles;
}
void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
- this->context.draw(sprite, tm, *this->curr_cam_ref);
+ this->context.draw(sprite, tm, this->scale * tm.scale);
}
void RenderSystem::render() {
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 30b41cf..19edc02 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -3,6 +3,7 @@
#include <functional>
#include <vector>
+#include "api/Vector2.h"
#include "facade/SDLContext.h"
#include "System.h"
@@ -80,8 +81,12 @@ private:
//! Pointer to the current active camera for rendering
Camera * curr_cam_ref = nullptr;
// TODO: needs a better solution
+
+ Vector2 scale;
SDLContext & context = SDLContext::get_instance();
+
+
};
} // namespace crepe
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 96ef3df..741c985 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -23,7 +23,7 @@ using namespace std;
int main(int argc, char * argv[]) {
ComponentManager mgr;
- GameObject game_object = mgr.new_object("", "", Vector2{400, 300}, 0, 0.1);
+ GameObject game_object = mgr.new_object("", "", Vector2{1000, 500}, 0, 2);
RenderSystem sys{mgr};
ParticleSystem psys{mgr};
@@ -32,6 +32,8 @@ int main(int argc, char * argv[]) {
Sprite & test_sprite = game_object.add_component<Sprite>(
make_shared<Texture>("asset/texture/test_ap43.png"), color, FlipSettings{false, false});
test_sprite.order_in_layer = 5;
+ test_sprite.width = 1000;
+ test_sprite.height = 500;
/*