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-rw-r--r--src/crepe/api/Texture.cpp2
-rw-r--r--src/crepe/facade/SDLContext.cpp80
-rw-r--r--src/crepe/facade/SDLContext.h37
-rw-r--r--src/crepe/system/RenderSystem.cpp56
-rw-r--r--src/crepe/system/RenderSystem.h27
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.