diff options
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 15 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.h | 23 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 1 | ||||
-rw-r--r-- | src/example/rendering.cpp | 2 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 4 |
5 files changed, 42 insertions, 3 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 378ccee..4bc4cf8 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 <utility> #include "../api/Sprite.h" @@ -110,6 +112,13 @@ 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) { @@ -117,6 +126,11 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, = (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; @@ -129,6 +143,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, .h = sprite.sprite_rect.h, }; + SDL_Rect dstrect = { .x = static_cast<int>(adjusted_x), .y = static_cast<int>(adjusted_y), diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index c4392bd..5b5ee3e 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> @@ -145,6 +146,28 @@ 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.h b/src/crepe/system/RenderSystem.h index 468f79b..feefa09 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -59,6 +59,7 @@ private: void render_normal(const Sprite &, const Transform & tm); + /** * \todo Include color handling for sprites. * \todo Add text rendering using SDL_ttf for text components. diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp index a7cb5d6..f481f03 100644 --- a/src/example/rendering.cpp +++ b/src/example/rendering.cpp @@ -33,7 +33,7 @@ int main() { obj.add_component<Camera>(Color::get_red()); } { - Color color(0, 0, 0, 0); + Color color(255, 0, 0, 0); obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color, FlipSettings{true, true}); obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color, FlipSettings{true, true}); } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index dd08354..cb95ede 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -22,9 +22,9 @@ using namespace std; int main(int argc, char * argv[]) { GameObject game_object(0, "", "", Vector2{100, 100}, 0, 0.1); - Color color(0, 0, 0, 0); + Color color(255, 255, 255, 0); Sprite test_sprite = game_object.add_component<Sprite>( - make_shared<Texture>("../asset/texture/img.png"), color, + make_shared<Texture>("../asset/texture/img.png"), Color::get_red(), FlipSettings{false, false}); game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ .position = {0, 0}, |