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-rw-r--r--src/crepe/api/Camera.h4
-rw-r--r--src/crepe/facade/SDLContext.cpp35
-rw-r--r--src/crepe/facade/SDLContext.h22
-rw-r--r--src/crepe/system/RenderSystem.cpp25
-rw-r--r--src/crepe/system/RenderSystem.h6
-rw-r--r--src/crepe/types.h13
6 files changed, 56 insertions, 49 deletions
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index c7b2d08..ac56495 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -32,10 +32,6 @@ public:
//! offset postion from the game object transform component
vec2 offset;
- //! pos the postion of the camera in world space this will be filled with
- //pos = transform + offset
- vec2 pos = {0, 0};
-
//! screen the display size in pixels ( output resolution )
const ivec2 screen = {1080, 720};
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 0d42a4c..7317a77 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -109,7 +109,7 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
};
}
SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
- const double & img_scale) const {
+ const vec2 & cam_pos, const double & img_scale) const {
int width = sprite.height * sprite.aspect_ratio;
int height = sprite.height;
@@ -118,38 +118,25 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const
height *= img_scale * cam.zoom;
return SDL_Rect{
- .x = static_cast<int>((pos.x - cam.pos.x + (cam.viewport.x / 2) - width / 2)),
- .y = static_cast<int>((pos.y - cam.pos.y + (cam.viewport.y / 2) - height / 2)),
+ .x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport.x / 2) - width / 2)),
+ .y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport.y / 2) - height / 2)),
.w = width,
.h = height,
};
}
-void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & img_scale, const Camera & cam) {
+void SDLContext::draw(const RenderCtx & ctx) {
SDL_RendererFlip render_flip
- = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+ = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x)
+ | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y));
- SDL_Rect srcrect = this->get_src_rect(sprite);
- SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam, img_scale);
+ SDL_Rect srcrect = this->get_src_rect(ctx.sprite);
+ SDL_Rect dstrect
+ = this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.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) {
-
- 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, cam, transform.scale);
-
- SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image.texture.get(), &srcrect,
- &dstrect, transform.rotation, NULL, render_flip);
+ SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),
+ &srcrect, &dstrect, ctx.angle, NULL, render_flip);
}
void SDLContext::set_camera(const Camera & cam) {
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 35d667d..7907a0f 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -11,7 +11,6 @@
#include "../api/Camera.h"
#include "../api/Sprite.h"
-#include "../api/Transform.h"
#include "types.h"
@@ -115,23 +114,9 @@ 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 cam camera of the current scene
+ * \param RenderCtx Reference to rendering data to draw
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & cam);
-
- /**
- * \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 img_scale scalar multiplier to increase image size
- * \param cam camera of the current scene
- */
- void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle,
- const double & img_scale, const Camera & cam);
+ void draw(const RenderCtx & ctx);
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -160,10 +145,11 @@ private:
* \param sprite Reference to the sprite to calculate rectangle
* \param pos the pos in world units
* \param cam the camera of the current scene
+ * \param cam_pos the current postion of the camera
* \param img_scale the image multiplier for increasing img size
* \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 Camera & cam,
+ SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, const vec2 & cam_pos,
const double & img_scale) const;
private:
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index a1443cd..bfee658 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -11,6 +11,7 @@
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "api/Camera.h"
+#include "types.h"
#include "RenderSystem.h"
@@ -33,7 +34,7 @@ const Camera & RenderSystem::update_camera() {
const Transform & transform
= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
this->context.set_camera(cam);
- cam.pos = transform.position + cam.offset;
+ this->cam_pos = transform.position + cam.offset;
return cam;
}
throw std::runtime_error("No active cameras in current scene");
@@ -76,14 +77,32 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
for (const Particle & p : em.data.particles) {
if (!p.active) continue;
- this->context.draw_particle(sprite, p.position, p.angle, scale, cam);
+
+ RenderCtx ctx{
+ .sprite = sprite,
+ .cam = cam,
+ .cam_pos = this->cam_pos,
+ .pos = p.position,
+ .angle = p.angle,
+ .scale = scale,
+ };
+ this->context.draw(ctx);
}
}
return rendering_particles;
}
void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
const Transform & tm) {
- this->context.draw(sprite, tm, cam);
+
+ RenderCtx ctx{
+ .sprite = sprite,
+ .cam = cam,
+ .cam_pos = this->cam_pos,
+ .pos = tm.position,
+ .angle = tm.rotation,
+ .scale = tm.scale,
+ };
+ this->context.draw(ctx);
}
void RenderSystem::render() {
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 46ebb92..4667424 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -11,6 +11,8 @@ namespace crepe {
class Camera;
class Sprite;
+class Transform;
+
/**
* \class RenderSystem
@@ -75,6 +77,10 @@ private:
private:
SDLContext & context = SDLContext::get_instance();
+
+ //! camera postion in the current scene
+ vec2 cam_pos = {0,0};
+
};
} // namespace crepe
diff --git a/src/crepe/types.h b/src/crepe/types.h
index 17f1619..aa03f53 100644
--- a/src/crepe/types.h
+++ b/src/crepe/types.h
@@ -27,4 +27,17 @@ typedef Vector2<float> vec2;
//! Default Vector2<double> type
typedef Vector2<double> dvec2;
+class Sprite;
+class Camera;
+
+struct RenderCtx{
+ const Sprite & sprite;
+ const Camera & cam;
+ const vec2 & cam_pos;
+ const vec2 & pos;
+ const double & angle;
+ const double & scale;
+
+} ;
+
} // namespace crepe