diff options
Diffstat (limited to 'src/crepe')
| -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 | 56 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.h | 27 | 
5 files changed, 150 insertions, 52 deletions
| 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 007092b..718c40f 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 { @@ -125,7 +124,10 @@ 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(); @@ -134,10 +136,31 @@ 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 fa3d0de..c137de1 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,11 +1,12 @@ -#include <functional> +#include <cmath>  #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 "../util/Log.h"  #include "RenderSystem.h" @@ -17,28 +18,65 @@ void RenderSystem::present_screen() const { SDLContext::get_instance().present_s  void RenderSystem::update_camera() {  	ComponentManager & mgr = this->component_manager; -	std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>(); +	auto cameras = mgr.get_components_by_type<Camera>();  	for (Camera & cam : cameras) { -		SDLContext::get_instance().camera(cam); +		SDLContext::get_instance().set_camera(cam);  		this->curr_cam = &cam;  	}  } -void RenderSystem::render_sprites() const { + +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const { +  	ComponentManager & mgr = this->component_manager; +	SDLContext & render = SDLContext::get_instance(); + +	auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); + +	bool rendering_particles = false; -	std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>(); +	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; +			render.draw_particle(sprite, p.position, p.angle, scale, *this->curr_cam); +		} +	} +	return rendering_particles; +} +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const { + +	ComponentManager & mgr = this->component_manager;  	SDLContext & render = SDLContext::get_instance(); + +	render.draw(sprite, tm, *curr_cam); +} + +void RenderSystem::render() const { + +	ComponentManager & mgr = this->component_manager; + +	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; +		const Transform & transform +			= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); + +		bool rendered_particles = this->render_particle(sprite, transform.scale); + +		if (rendered_particles) continue; + +		this->render_normal(sprite, transform);  	}  }  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..8841f72 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,8 +1,11 @@  #pragma once  #include "api/Camera.h" +#include "api/Sprite.h" +#include "api/Transform.h"  #include "System.h" +#include <cmath>  namespace crepe { @@ -22,7 +25,7 @@ public:  	 * This method is called to perform all rendering operations for the current game frame.  	 */  	void update() override; - +	  private:  	//! Clears the screen in preparation for rendering.  	void clear_screen() const; @@ -33,12 +36,28 @@ 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() 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;  	/**  	 * \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. |