diff options
-rw-r--r-- | asset/texture/test_ap43.png | bin | 0 -> 2394 bytes | |||
-rw-r--r-- | mwe/events/include/event.h | 2 | ||||
-rw-r--r-- | src/crepe/api/Animator.cpp | 3 | ||||
-rw-r--r-- | src/crepe/api/Camera.h | 21 | ||||
-rw-r--r-- | src/crepe/api/Color.cpp | 2 | ||||
-rw-r--r-- | src/crepe/api/Config.h | 2 | ||||
-rw-r--r-- | src/crepe/api/Sprite.cpp | 3 | ||||
-rw-r--r-- | src/crepe/api/Sprite.h | 16 | ||||
-rw-r--r-- | src/crepe/api/Vector2.h | 13 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 102 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 43 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 1 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.h | 3 | ||||
-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 | 23 |
16 files changed, 182 insertions, 63 deletions
diff --git a/asset/texture/test_ap43.png b/asset/texture/test_ap43.png Binary files differnew file mode 100644 index 0000000..e758ed7 --- /dev/null +++ b/asset/texture/test_ap43.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/Animator.cpp b/src/crepe/api/Animator.cpp index 464b0fd..0043896 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -20,5 +20,8 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a animator_rect.x = 0; animator_rect.y = col_animator * animator_rect.h; this->active = false; + + // need to do this for to get the aspect ratio for a single clipping in the spritesheet + this->spritesheet.aspect_ratio = (double) animator_rect.w / (double) animator_rect.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index e0cda34..137c8ed 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -2,6 +2,7 @@ #include "Color.h" #include "Component.h" +#include "api/Vector2.h" namespace crepe { @@ -27,20 +28,20 @@ public: //! Background color of the camera view. Color bg_color; - //! Aspect ratio height for the camera. - double aspect_height = 480; + //! pos The position of the camera in world units + Vector2 pos = {0, 0}; - //! Aspect ratio width for the camera. - double aspect_width = 640; + //! screen the display size in pixels ( output resolution ) + //Vector2 screen = {720, 480}; + Vector2 screen = {1080, 720}; - //! X-coordinate of the camera position. - double x = 0.0; - - //! Y-coordinate of the camera position. - double y = 0.0; + //! viewport is the area of the world visible through the camera (in world units) + //Vector2 viewport = {720, 480}; + Vector2 viewport = {2000, 1000}; + //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. - double zoom = 1.0; + double zoom = 1.0f; public: /** diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 29bd77a..dc7c15f 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,7 +2,7 @@ using namespace crepe; -const Color Color::WHITE{0xff, 0xff, 0xff}; +const Color Color::WHITE{0xff, 0xff, 0xff, 0xff}; const Color Color::RED{0xff, 0x00, 0x00}; const Color Color::GREEN{0x00, 0xff, 0x00}; const Color Color::BLUE{0x00, 0x00, 0xff}; diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 0c9d116..671fd02 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -32,7 +32,7 @@ public: * * Only messages with equal or higher priority than this value will be logged. */ - Log::Level level = Log::Level::INFO; + Log::Level level = Log::Level::DEBUG; /** * \brief Colored log output * diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index bd2d5cf..c219dd0 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -15,7 +15,8 @@ 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..89f9121 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 +63,19 @@ 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; + + /** + * \aspect_ratio ratio of the img so that scaling will not become weird + * + * cannot be const because if Animator component is addded then ratio becomes scuffed and + * does it need to be calculated again in the Animator + */ + double aspect_ratio; + public: /** * \brief Gets the maximum number of instances allowed for this sprite. @@ -82,7 +96,7 @@ private: friend class AnimatorSystem; //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator - // object is present in GameObject + // object is present in GameObject. this is in sprite pixels Rect sprite_rect; }; diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index c278c87..019d849 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -31,8 +31,17 @@ struct Vector2 { //! Divides this vector by another vector element-wise and returns the result. Vector2 operator/(const Vector2<T> & other) const; - //! Divides this vector by a scalar and returns the result. - Vector2 operator/(T scalar) const; + //! Multiplies this vector by another vector element-wise and updates this vector. + Vector2 & operator*=(const Vector2<T> & other); + + //! Multiplies a scalar value to both components of this vector and updates this vector. + Vector2 & operator*=(const Vector2<T> & other); + + //! Divides this vector by another vector element-wise and updates this vector. + Vector2 operator/(const Vector2<T> & other) const; + + //! Divides a scalar value to both components of this vector and updates this vector. + Vector2 operator/(const T & other) const; //! Adds another vector to this vector and updates this vector. Vector2 & operator+=(const Vector2<T> & other); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index b3298a7..de7d08f 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,9 +8,9 @@ #include <cmath> #include <cstddef> #include <functional> +#include <iostream> #include <memory> #include <stdexcept> -#include <string> #include "../api/Camera.h" #include "../api/Sprite.h" @@ -18,6 +18,7 @@ #include "../api/Transform.h" #include "../api/Vector2.h" #include "../util/Log.h" +#include "api/Vector2.h" #include "SDLContext.h" @@ -93,7 +94,10 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::clear_screen() { + SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); + SDL_RenderClear(this->game_renderer.get()); +} void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { @@ -104,57 +108,111 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, - const double & scale, const Camera & cam) const { +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, + const Vector2 & cam_pos, const double & img_scale, + const Vector2 & cam_scale) const { + + int pixel_width, pixel_height; + + if (sprite.sprite_rect.w > sprite.sprite_rect.h) { + pixel_width = static_cast<int>(sprite.width * cam_scale.x); + pixel_height = static_cast<int>(pixel_width / sprite.aspect_ratio); + } else { + pixel_height = static_cast<int>(sprite.height * cam_scale.y); + pixel_width = static_cast<int>(pixel_height * sprite.aspect_ratio); + } + + pixel_width *= img_scale; + pixel_height *= img_scale; - double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom; - double adjusted_h = sprite.sprite_rect.h * scale * cam.zoom; - double adjusted_x = (pos.x - cam.x) * cam.zoom - adjusted_w / 2; - double adjusted_y = (pos.y - cam.y) * cam.zoom - adjusted_h / 2; + int pixel_x = static_cast<int>((pos.x - cam_pos.x + this->viewport.w / 2 - pixel_width / 2)); + int pixel_y = static_cast<int>((pos.y - cam_pos.y + this->viewport.h / 2 - pixel_height / 2)); 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), + .x = pixel_x, + .y = pixel_y, + .w = pixel_width, + .h = pixel_height, }; } -void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & scale, const Camera & camera) { +void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, + const double & angle, const Vector2 & cam_pos, + const double & img_scale, const Vector2 & cam_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, cam_pos, img_scale, cam_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 & cam_pos, const Vector2 & cam_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, cam_pos, transform.scale, cam_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) { - 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) - (this->viewport.w / 2); - this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2); +void SDLContext::set_camera(const Camera & cam, Vector2 & scale) { + + // resize window + 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 = (int)cam.screen.y; + this->viewport.w = (int)cam.screen.x; + } + + 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.w = static_cast<int>(cam.screen.y * viewport_aspect); + view.x = static_cast<int>(cam.screen.x - view.w) / 2; + view.y = 0; + } else { + // pillarboxing + 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; + } + // set drawing area + SDL_RenderSetViewport(this->game_renderer.get(), &view); + + SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + // set bg color SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); + + SDL_Rect bg = { + .x = 0, + .y = 0, + .w = static_cast<int>(cam.viewport.x), + .h = static_cast<int>(cam.viewport.y), + }; + // fill bg color + SDL_RenderFillRect(this->game_renderer.get(), &bg); } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 20e30b3..aed5797 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -117,12 +117,25 @@ 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 camera Reference to the Camera for view adjustments. + * \param cam_pos position of the current camera in the scene + * \param cam_scale multiplier for the world to screen */ - void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); + void draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, + const Vector2 & cam_scale); - void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & scale, const Camera & camera); + /** + * \brief Draws a particle to the screen using the specified parameters + * + * \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 + */ + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, + const Vector2 & cam_pos, const double & img_scale, + const Vector2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -134,7 +147,7 @@ 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); + void set_camera(const Camera & camera, Vector2 & scale); private: /** @@ -144,18 +157,19 @@ private: * \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 + * \brief calculates the sqaure size of the image for 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 + * \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 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 double & scale, - const Camera & cam) const; + SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos, + const double & img_scale, const Vector2 & scale) const; private: //! sdl Window @@ -165,7 +179,8 @@ private: std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer; //! viewport for the camera window - SDL_Rect viewport = {0, 0, 640, 480}; + //todo change this so that it becomes a vec2 for only width and height + SDL_Rect viewport = {0, 0, 1200, 1200}; }; } // namespace crepe diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 676e485..bc94253 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -16,6 +16,7 @@ void AnimatorSystem::update() { uint64_t tick = SDLContext::get_instance().get_ticks(); for (Animator & a : animations) { if (a.active) { + // (10 frames per second) a.curr_row = (tick / 100) % a.row; a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col; a.spritesheet.sprite_rect = a.animator_rect; diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index 56cc7b3..f8179a9 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -21,12 +21,11 @@ public: /** * \brief Updates the Animator components. * - * This method is called periodically (likely every frame) to update the state of all + * This method is called to update the state of all * Animator components, moving the animations forward and managing their behavior (e.g., * looping). */ void update() override; - // FIXME: never say "likely" in the documentation lmao }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index ad510f5..1dd1699 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 +72,14 @@ 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->curr_cam_ref->pos, + scale, this->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->curr_cam_ref->pos, this->scale); } void RenderSystem::render() { diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 30b41cf..f010a83 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" @@ -81,6 +82,8 @@ private: Camera * curr_cam_ref = nullptr; // TODO: needs a better solution + Vector2 scale; + SDLContext & context = SDLContext::get_instance(); }; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index b38e860..49e8e9d 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,4 +1,6 @@ +#include "api/Animator.h" #include "api/Camera.h" +#include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" #include "types.h" #include <SDL2/SDL_timer.h> @@ -16,7 +18,6 @@ #include <crepe/system/RenderSystem.h> #include <chrono> -#include <iostream> #include <memory> using namespace crepe; @@ -24,16 +25,23 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; + AnimatorSystem asys{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}); + make_shared<Texture>("asset/spritesheet/spritesheet_test.png"), color, + FlipSettings{true, true}); test_sprite.order_in_layer = 5; + test_sprite.width = 1000; + test_sprite.height = 500; + game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true; + + /* auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, @@ -53,17 +61,24 @@ int main(int argc, char * argv[]) { }, .sprite = test_sprite, }); - game_object.add_component<Camera>(Color::WHITE); + */ + + auto & cam = game_object.add_component<Camera>(Color::WHITE); + cam.pos = {500, 200}; + /* game_object .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, + .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(); + asys.update(); sys.update(); SDL_Delay(10); } |