diff options
-rw-r--r-- | asset/texture/ERROR.png | bin | 0 -> 3581 bytes | |||
-rw-r--r-- | asset/texture/img.png | bin | 92742 -> 11476 bytes | |||
-rw-r--r-- | src/crepe/api/Texture.cpp | 2 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 19 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 30 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 59 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 21 | ||||
-rw-r--r-- | src/example/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 61 |
9 files changed, 176 insertions, 17 deletions
diff --git a/asset/texture/ERROR.png b/asset/texture/ERROR.png Binary files differnew file mode 100644 index 0000000..2af3548 --- /dev/null +++ b/asset/texture/ERROR.png diff --git a/asset/texture/img.png b/asset/texture/img.png Binary files differindex 43b1eca..649a3f1 100644 --- a/asset/texture/img.png +++ b/asset/texture/img.png 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..b56b5e7 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -6,10 +6,12 @@ #include <SDL2/SDL_video.h> #include <cmath> #include <cstddef> +#include <cstdint> #include <functional> #include <iostream> #include <memory> #include <string> +#include <sys/types.h> #include "../api/Sprite.h" #include "../api/Texture.h" @@ -103,12 +105,24 @@ 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::set_rbg_texture(const std::shared_ptr<Texture>& texture, const uint8_t& r, const uint8_t& g, const uint8_t& b){ + SDL_SetTextureColorMod(texture->texture.get(), r, g, b); +} +void SDLContext::set_alpha_texture(const std::shared_ptr<Texture>& texture, const uint8_t& alpha){ + SDL_SetTextureAlphaMod(texture->texture.get(), alpha ); +} + 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)); + sprite.sprite_image->texture.get(); + + this->set_rbg_texture(sprite.sprite_image, sprite.color.r, sprite.color.g, sprite.color.b); + this->set_alpha_texture(sprite.sprite_image, sprite.color.a); + 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; @@ -121,6 +135,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const .h = sprite.sprite_rect.h, }; + SDL_Rect dstrect = { .x = static_cast<int>(adjusted_x), .y = static_cast<int>(adjusted_y), @@ -167,12 +182,12 @@ SDLContext::texture_from_path(const std::string & path) { return img_texture; } -int SDLContext::get_width(const Texture & ctx) const { +int SDLContext::get_width(const Texture & ctx) { int w; SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL); return w; } -int SDLContext::get_height(const Texture & ctx) const { +int SDLContext::get_height(const Texture & ctx) { int h; SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h); return h; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 007092b..8cbd5fa 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -3,6 +3,7 @@ #include <SDL2/SDL_keycode.h> #include <SDL2/SDL_render.h> #include <SDL2/SDL_video.h> +#include <cstdint> #include <functional> #include <memory> #include <string> @@ -10,6 +11,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" +#include "api/Vector2.h" // FIXME: this needs to be removed const int SCREEN_WIDTH = 640; @@ -106,14 +108,14 @@ 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 &) ; /** * \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 &) ; private: //! Will use draw,clear_screen, present_screen, camera. @@ -127,6 +129,8 @@ private: */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); + void draw_particle(const Vector2 & pos, const Camera & camera); + //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -139,6 +143,28 @@ private: */ void camera(const Camera & camera); + /** + * \brief changes the texture rbg values with the given parameters + * it sets the allowed color inside a image. So if all the colors are 255 (MAXIMUM) + * it will show the given texture. however if the one of the colors is reduced it will reduce the + * + * + * \param texture the given texture to adjust + * \param r Red color + * \param g Green color + * \param b Blue color + */ + void set_rbg_texture(const std::shared_ptr<Texture>& texture, const uint8_t& r, const uint8_t& g, const uint8_t& b); + + + /** + * \brief Modifies the transparency of the given texture + * + * \param texture modify the given texture alpha channel + * \param alpha alpha channel + */ + void set_alpha_texture(const std::shared_ptr<Texture>& texture, const uint8_t& alpha); + 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 fa3d0de..52dd5fc 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,3 +1,4 @@ +#include <cmath> #include <functional> #include <vector> @@ -5,8 +6,11 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" -#include "../util/Log.h" +#include "../util/log.h" +#include "../api/ParticleEmitter.h" +#include "../api/Vector2.h" +#include "Particle.h" #include "RenderSystem.h" using namespace crepe; @@ -24,21 +28,62 @@ void RenderSystem::update_camera() { this->curr_cam = &cam; } } -void RenderSystem::render_sprites() const { - ComponentManager & mgr = this->component_manager; - std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>(); +bool RenderSystem::render_particle(const Sprite & sprite, + const Transform & tm) { + ComponentManager & mgr = ComponentManager::get_instance(); SDLContext & render = SDLContext::get_instance(); + + auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); + + bool rendering_particles = false; + + Transform tmp(0, Vector2{0, 0}, 0, 0); + tmp.scale = tm.scale; + for (const ParticleEmitter & em : emitters) { + if (!em.active) continue; + if (!(em.data.sprite.game_object_id == sprite.game_object_id)) continue; + + rendering_particles = true; + + for (const Particle & p : em.data.particles) { + if (!p.active) continue; + tmp.position = p.position; + tmp.rotation = p.angle; + render.draw(em.data.sprite, tmp, *curr_cam); + } + } + return rendering_particles; +} +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { + + ComponentManager & mgr = ComponentManager::get_instance(); + SDLContext & render = SDLContext::get_instance(); + + render.draw(sprite, tm, *curr_cam); +} + +void RenderSystem::render() { + + ComponentManager & mgr = ComponentManager::get_instance(); + + auto sprites = mgr.get_components_by_type<Sprite>(); for (const Sprite & sprite : sprites) { - auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); - render.draw(sprite, transforms[0], *curr_cam); + if (!sprite.active) continue; + auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id); + + bool rendered_particles = this->render_particle(sprite, transform[0].get()); + + if (rendered_particles) continue; + + this->render_normal(sprite, transform[0].get()); } } void RenderSystem::update() { this->clear_screen(); this->update_camera(); - this->render_sprites(); + this->render(); this->present_screen(); } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 87ec494..ebad05d 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,6 +1,8 @@ #pragma once #include "api/Camera.h" +#include "api/Sprite.h" +#include "api/Transform.h" #include "System.h" @@ -33,15 +35,24 @@ private: //! Updates the active camera used for rendering. void update_camera(); - //! Renders all active sprites to the screen. - void render_sprites() const; + //! Renders the whole screen + void render(); + + /** + * \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 &, const Transform & tm); + + void render_normal(const Sprite &, const Transform & tm); + /** - * \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. * \todo Sort all layers by order before rendering. * \todo Consider adding text input functionality. */ diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 3a5b543..ec08c08 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -29,5 +29,6 @@ add_example(db) add_example(ecs) add_example(scene_manager) 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..75be7ff --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,61 @@ +#include "api/Camera.h" +#include "system/ParticleSystem.h" +#include <SDL2/SDL_timer.h> +#include <crepe/ComponentManager.h> + +#include <crepe/Component.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#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> + +#include <chrono> + +using namespace crepe; +using namespace std; + +int main(int argc, char * argv[]) { + GameObject game_object(0, "", "", Vector2{100, 100}, 0, 0.1); + Color color(255, 255, 255, 255); + Sprite test_sprite = game_object.add_component<Sprite>( + make_shared<Texture>("../asset/texture/img.png"), Color::get_red(), + FlipSettings{false, false}); + game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ + .position = {0, 0}, + .max_particles = 10, + .emission_rate = 0.5, + .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::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(); + sys.update(); + SDL_Delay(10 ); + } + + return 0; +} + |