diff options
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 51 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 26 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 8 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 3 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 11 |
5 files changed, 74 insertions, 25 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 40189f6..8131df2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,5 +1,6 @@ #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> +#include <SDL2/SDL_keycode.h> #include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_surface.h> @@ -15,6 +16,8 @@ #include "../api/Texture.h" #include "../api/Transform.h" #include "../util/Log.h" +#include "api/Camera.h" +#include "api/Vector2.h" #include "SDLContext.h" @@ -93,30 +96,54 @@ void SDLContext::handle_events(bool & running) { void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } -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) - | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); - - double adjusted_x = (transform.position.x - cam.x) * cam.zoom; - double adjusted_y = (transform.position.y - cam.y) * cam.zoom; - double adjusted_w = sprite.sprite_rect.w * transform.scale * cam.zoom; - double adjusted_h = sprite.sprite_rect.h * transform.scale * cam.zoom; - SDL_Rect srcrect = { +SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) { + return SDL_Rect{ .x = sprite.sprite_rect.x, .y = sprite.sprite_rect.y, .w = sprite.sprite_rect.w, .h = sprite.sprite_rect.h, }; +} +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, + const double & scale, const Camera & cam) { + + 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; - SDL_Rect dstrect = { + 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), }; +} + +void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, + const double & angle, const double & scale, + const Camera & camera) { + + 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_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) { + + 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_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 78ac56b..fb09015 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -1,8 +1,10 @@ #pragma once #include <SDL2/SDL_keycode.h> +#include <SDL2/SDL_rect.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_video.h> +#include <cmath> #include <functional> #include <memory> #include <string> @@ -10,6 +12,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" +#include "api/Vector2.h" namespace crepe { @@ -122,8 +125,7 @@ private: * \param camera Reference to the Camera for view adjustments. */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); - - void draw_particle(const Vector2 & pos, const Camera & camera); + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const double & scale, const Camera & camera); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -138,6 +140,26 @@ private: void camera(const Camera & camera); private: + /** + * \brief calculates the sqaure size of the image + * + * \param sprite Reference to the sprite to calculate the rectangle + * \return sdl rectangle to draw a src image + */ + SDL_Rect get_src_rect(const Sprite & sprite); + /** + * \brief calculates the sqaure size of the image for an destination + * + * \param sprite Reference to the sprite to calculate the rectangle + * \param pos the pos in pixel positions + * \param scale the multiplier to increase of decrease for the specified sprite + * \param cam Reference to the current camera in the scene to calculate the position based + * 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); + +private: //! sdl Window std::unique_ptr<SDL_Window, std::function<void(SDL_Window *)>> game_window; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 39e0e3f..1ae5ca7 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -27,7 +27,7 @@ void RenderSystem::update_camera() { } bool RenderSystem::render_particle(const Sprite & sprite, - Transform tm) { + const double & scale) { ComponentManager & mgr = this->component_manager; SDLContext & render = SDLContext::get_instance(); @@ -44,9 +44,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, for (const Particle & p : em.data.particles) { if (!p.active) continue; - tm.position = p.position; - tm.rotation = p.angle; - render.draw(em.data.sprite, tm, *curr_cam); + render.draw_particle(sprite, p.position, p.angle, scale, *this->curr_cam); } } return rendering_particles; @@ -68,7 +66,7 @@ void RenderSystem::render() { if (!sprite.active) continue; auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); - bool rendered_particles = this->render_particle(sprite, transform); + bool rendered_particles = this->render_particle(sprite, transform.scale); if (rendered_particles) continue; diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index c18b80b..6643084 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -5,6 +5,7 @@ #include "api/Transform.h" #include "System.h" +#include <cmath> namespace crepe { @@ -51,7 +52,7 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite &, Transform tm); + bool render_particle(const Sprite &, const double & scale); /** * \brief renders a sprite with a Transform component on the screen diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 33013ef..71b50ba 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -10,7 +10,6 @@ #include <crepe/api/Texture.h> #include <crepe/api/Transform.h> #include <crepe/system/RenderSystem.h> -#include <crepe/util/log.h> #include <crepe/api/Color.h> #include <crepe/api/Sprite.h> #include <crepe/api/Vector2.h> @@ -21,7 +20,11 @@ using namespace crepe; using namespace std; int main(int argc, char * argv[]) { - GameObject game_object(0, "", "", Vector2{100, 100}, 0, 0.1); + ComponentManager mgr; + GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 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, @@ -47,11 +50,9 @@ int main(int argc, char * argv[]) { }); game_object.add_component<Camera>(Color::get_white()); - auto & sys = crepe::RenderSystem::get_instance(); - auto sys_part = crepe::ParticleSystem(); auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { - sys_part.update(); + psys.update(); sys.update(); SDL_Delay(10 ); } |