diff options
| -rw-r--r-- | asset/texture/ERROR.png | bin | 0 -> 3581 bytes | |||
| -rw-r--r-- | mwe/events/include/event.h | 2 | ||||
| -rw-r--r-- | src/crepe/api/Texture.cpp | 2 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.cpp | 80 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.h | 37 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.cpp | 66 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.h | 29 | ||||
| -rw-r--r-- | src/example/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/example/rendering_particle.cpp | 70 | 
9 files changed, 227 insertions, 60 deletions
| diff --git a/asset/texture/ERROR.png b/asset/texture/ERROR.pngBinary files differ new file mode 100644 index 0000000..2af3548 --- /dev/null +++ b/asset/texture/ERROR.png diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h index ee1bf52..e1b220b 100644 --- a/mwe/events/include/event.h +++ b/mwe/events/include/event.h @@ -148,7 +148,7 @@ private:  };  class ShutDownEvent : public Event {  public: -	ShutDownEvent() : Event("ShutDownEvent") {}; +	ShutDownEvent() : Event("ShutDownEvent"){};  	REGISTER_EVENT_TYPE(ShutDownEvent) diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index de0d0ea..734a5bb 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -35,5 +35,5 @@ int Texture::get_width() const {  }  int Texture::get_height() const {  	if (this->texture == nullptr) return 0; -	return SDLContext::get_instance().get_width(*this); +	return SDLContext::get_instance().get_height(*this);  } diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 83e91f8..daf0050 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> @@ -7,13 +8,15 @@  #include <cmath>  #include <cstddef>  #include <functional> -#include <iostream>  #include <memory> +#include <stdexcept>  #include <string> +#include "../api/Camera.h"  #include "../api/Sprite.h"  #include "../api/Texture.h"  #include "../api/Transform.h" +#include "../api/Vector2.h"  #include "../util/Log.h"  #include "SDLContext.h" @@ -31,28 +34,20 @@ SDLContext::SDLContext() {  	// FIXME: read window defaults from config manager  	if (SDL_Init(SDL_INIT_VIDEO) < 0) { -		// FIXME: throw exception -		std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl; -		return; +		throw std::runtime_error("SDL could not initialize!");  	}  	SDL_Window * tmp_window  		= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,  						   this->viewport.w, this->viewport.h, 0);  	if (!tmp_window) { -		// FIXME: throw exception -		std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; -		return; +		throw std::runtime_error("Window could not be created!");  	}  	this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }};  	SDL_Renderer * tmp_renderer  		= SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED);  	if (!tmp_renderer) { -		// FIXME: throw exception -		std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() -				  << std::endl; -		SDL_DestroyWindow(this->game_window.get()); -		return; +		throw std::runtime_error("Renderer could not be created!");  	}  	this->game_renderer @@ -60,9 +55,7 @@ SDLContext::SDLContext() {  	int img_flags = IMG_INIT_PNG;  	if (!(IMG_Init(img_flags) & img_flags)) { -		// FIXME: throw exception -		std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() -				  << std::endl; +		throw std::runtime_error("SDL_image could not initialize!");  	}  } @@ -103,40 +96,64 @@ 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) const { +	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) const { + +	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) const { + +	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) const { + +	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);  } -void SDLContext::camera(const Camera & cam) { +void SDLContext::set_camera(const Camera & cam) {  	this->viewport.w = static_cast<int>(cam.aspect_width);  	this->viewport.h = static_cast<int>(cam.aspect_height); -	this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2); -	this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); +	this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2); +	this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2);  	SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,  						   cam.bg_color.b, cam.bg_color.a); @@ -150,6 +167,7 @@ SDLContext::texture_from_path(const std::string & path) {  	SDL_Surface * tmp = IMG_Load(path.c_str());  	if (tmp == nullptr) {  		tmp = IMG_Load("../asset/texture/ERROR.png"); +		if (tmp == nullptr) throw runtime_error("cannot load image");  	}  	std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> img_surface; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 652a83e..9a514cb 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> @@ -10,10 +12,7 @@  #include "../api/Sprite.h"  #include "../api/Transform.h"  #include "api/Camera.h" - -// FIXME: this needs to be removed -const int SCREEN_WIDTH = 640; -const int SCREEN_HEIGHT = 480; +#include "api/Vector2.h"  namespace crepe { @@ -119,7 +118,10 @@ 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 Camera & camera) const; + +	void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, +					   const double & scale, const Camera & camera) const;  	//! Clears the screen, preparing for a new frame.  	void clear_screen(); @@ -128,10 +130,31 @@ private:  	void present_screen();  	/** -	 * \brief Sets the current camera for rendering. +	 * \brief sets the background of the camera (will be adjusted in future PR)  	 * \param camera Reference to the Camera object.  	 */ -	void camera(const Camera & camera); +	void set_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) const; +	/** +	 * \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) const;  private:  	//! sdl Window diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 96c5f27..05b7337 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,12 +1,16 @@  #include <algorithm>  #include <cassert> +#include <cmath>  #include <functional> +#include <iostream>  #include <stdexcept>  #include <vector>  #include "../ComponentManager.h" +#include "../api/ParticleEmitter.h"  #include "../api/Sprite.h"  #include "../api/Transform.h" +#include "../api/Vector2.h"  #include "../facade/SDLContext.h"  #include "RenderSystem.h" @@ -14,9 +18,9 @@  using namespace crepe;  using namespace std; -void RenderSystem::clear_screen() { this->context.clear_screen(); } +void RenderSystem::clear_screen() const { this->context.clear_screen(); } -void RenderSystem::present_screen() { this->context.present_screen(); } +void RenderSystem::present_screen() const { this->context.present_screen(); }  void RenderSystem::update_camera() {  	ComponentManager & mgr = this->component_manager; @@ -25,7 +29,7 @@ void RenderSystem::update_camera() {  	if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");  	for (Camera & cam : cameras) { -		this->context.camera(cam); +		this->context.set_camera(cam);  		this->curr_cam_ref = &cam;  	}  } @@ -38,7 +42,7 @@ bool sorting_comparison(const Sprite & a, const Sprite & b) {  }  std::vector<std::reference_wrapper<Sprite>> -RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) { +RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) const {  	std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs);  	std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison); @@ -46,20 +50,54 @@ RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {  	return sorted_objs;  } -void RenderSystem::render_sprites() { +void RenderSystem::update() { +	this->clear_screen(); +	this->update_camera(); +	this->render(); +	this->present_screen(); +} + +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const { + +	ComponentManager & mgr = this->component_manager; + +	vector<reference_wrapper<ParticleEmitter>> emitters +		= mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); + +	bool rendering_particles = false; + +	for (const ParticleEmitter & em : emitters) { +		if (!(&em.data.sprite == &sprite)) continue; +		rendering_particles = true; +		if (!em.active) continue; + +		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); +		} +	} +	return rendering_particles; +} +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const { +	this->context.draw(sprite, tm, *this->curr_cam_ref); +} + +void RenderSystem::render() const { +  	ComponentManager & mgr = this->component_manager;  	vector<reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();  	vector<reference_wrapper<Sprite>> sorted_sprites = this->sort(sprites);  	for (const Sprite & sprite : sorted_sprites) { -		auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); -		this->context.draw(sprite, transforms[0], *this->curr_cam_ref); -	} -} +		if (!sprite.active) continue; +		const Transform & transform +			= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); -void RenderSystem::update() { -	this->clear_screen(); -	this->update_camera(); -	this->render_sprites(); -	this->present_screen(); +		bool rendered_particles = this->render_particle(sprite, transform.scale); + +		if (rendered_particles) continue; + +		this->render_normal(sprite, transform); +	}  } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 57b9c73..1a11d5b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -6,6 +6,7 @@  #include "facade/SDLContext.h"  #include "System.h" +#include <cmath>  namespace crepe { @@ -30,16 +31,33 @@ public:  private:  	//! Clears the screen in preparation for rendering. -	void clear_screen(); +	void clear_screen() const;  	//! Presents the rendered frame to the display. -	void present_screen(); +	void present_screen() const;  	//! Updates the active camera used for rendering.  	void update_camera(); -	//! Renders all active sprites to the screen. -	void render_sprites(); +	//! Renders the whole screen +	void render() const; + +	/** +	 * \brief Renders all the particles on the screen from a given sprite. +	 * +	 * \param sprite renders the particles with given texture +	 * \param tm the Transform component for scale +	 * \return true if particles have been rendered +	 */ +	bool render_particle(const Sprite & sprite, const double & scale) const; + +	/** +	 * \brief renders a sprite with a Transform component on the screen  +	 * +	 * \param sprite  the sprite component that holds all the data +	 * \param tm the Transform component that holds the position,rotation and scale  +	 */ +	void render_normal(const Sprite & sprite, const Transform & tm) const;  	/**  	 * \brief sort a vector sprite objects with @@ -48,11 +66,10 @@ private:  	 * \return returns a sorted reference vector  	 */  	std::vector<std::reference_wrapper<Sprite>> -	sort(std::vector<std::reference_wrapper<Sprite>> & objs); +	sort(std::vector<std::reference_wrapper<Sprite>> & objs) const;  	/**  	 * \todo Include color handling for sprites. -	 * \todo Implement particle emitter rendering with sprites.  	 * \todo Add text rendering using SDL_ttf for text components.  	 * \todo Implement a text component and a button component.  	 * \todo Ensure each sprite is checked for active status before rendering. diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 30432e5..6b66357 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -26,5 +26,6 @@ add_example(savemgr)  add_example(proxy)  add_example(db)  add_example(particles) +add_example(rendering_particle)  add_example(gameloop) diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp new file mode 100644 index 0000000..5030bc6 --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,70 @@ +#include "api/Camera.h" +#include "system/ParticleSystem.h" +#include <SDL2/SDL_timer.h> +#include <crepe/ComponentManager.h> + +#include <crepe/Component.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Texture.h> +#include <crepe/api/Transform.h> +#include <crepe/api/Vector2.h> +#include <crepe/system/RenderSystem.h> + +#include <chrono> +#include <iostream> +#include <memory> + +using namespace crepe; +using namespace std; + +int main(int argc, char * argv[]) { +	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, FlipSettings{false, false}); +	test_sprite.order_in_layer = 5; +	auto test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ +		.position = {0, 0}, +		.max_particles = 10, +		.emission_rate = 0.1, +		.min_speed = 6, +		.max_speed = 20, +		.min_angle = -20, +		.max_angle = 20, +		.begin_lifespan = 0, +		.end_lifespan = 60, +		.force_over_time = Vector2{0, 0}, +		.boundary{ +			.width = 1000, +			.height = 1000, +			.offset = Vector2{0, 0}, +			.reset_on_exit = false, +		}, +		.sprite = test_sprite, +	}); +	game_object.add_component<Camera>(Color::WHITE); + +	game_object +		.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)) { +		psys.update(); +		sys.update(); +		SDL_Delay(10); +	} + +	return 0; +} |