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-rw-r--r--src/crepe/facade/SDLContext.cpp14
-rw-r--r--src/example/rendering_particle.cpp6
2 files changed, 10 insertions, 10 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 0ba1db4..6d79c73 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -118,9 +118,9 @@ SDL_FRect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, cons
vec2 size = { (sprite.height * sprite.aspect_ratio), sprite.height};
- size *= scale * img_scale * cam.zoom ;
+ size *= scale * img_scale;
- vec2 screen_pos = (pos - cam_pos + cam.viewport_size / 2) * scale - size / 2 + bar_size;
+ vec2 screen_pos = (pos - cam_pos + (cam.viewport_size / cam.zoom ) / 2) * scale - size / 2 + bar_size;
cout << size.x << " " << size.y << endl;
cout << pos.x << " " << pos.y << endl;
@@ -161,7 +161,7 @@ void SDLContext::set_camera(const Camera & cam) {
}
double screen_aspect = static_cast<double>(cam.screen.x) / cam.screen.y;
- double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y;
+ double viewport_aspect = (cam.viewport_size.x / cam.zoom ) / (cam.viewport_size.y / cam.zoom);
SDL_FRect black_bars[2];
@@ -169,18 +169,18 @@ void SDLContext::set_camera(const Camera & cam) {
if (screen_aspect > viewport_aspect) {
// pillarboxing
cout << "pillarboxing" << endl;
- float render_scale = cam.screen.y / cam.viewport_size.y;
- float adj_width = cam.viewport_size.x * render_scale;
+ float render_scale = cam.screen.y / (cam.viewport_size.y / cam.zoom);
+ float adj_width = (cam.viewport_size.x / cam.zoom )* render_scale;
float bar_width = (cam.screen.x - adj_width) / 2;
black_bars[0] = {0, 0, bar_width, (float) cam.screen.y};
black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y};
bar_size = {bar_width,0};
- scale.x = scale.y = cam.screen.y / cam.viewport_size.y;
+ scale.x = scale.y = render_scale;
} else {
// letterboxing
cout << "letterboxing" << endl;
- float render_scale = cam.screen.x / cam.viewport_size.x;
+ float render_scale = cam.screen.x / (cam.viewport_size.x * cam.zoom);
float adj_height = cam.viewport_size.y * render_scale;
float bar_height = (cam.screen.y - adj_height) / 2;
black_bars[0] = {0, 0, (float) cam.screen.x, bar_height};
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index f5b9ab3..b4bfeb2 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -33,7 +33,7 @@ int main(int argc, char * argv[]) {
auto img = Texture("asset/texture/test_ap43.png");
Sprite & test_sprite = game_object.add_component<Sprite>(
- img, color, Sprite::FlipSettings{true, true}, 1, 1, 3000);
+ img, color, Sprite::FlipSettings{true, true}, 1, 1, 300);
//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
@@ -61,8 +61,8 @@ int main(int argc, char * argv[]) {
*/
auto & cam = game_object.add_component<Camera>(Color::WHITE, ivec2{1280, 720},
- vec2{8000,6000}, 1.0f);
- cam.offset.x = 4000;
+ vec2{400,300}, 0.5f);
+ cam.offset.x = 0;
/*
game_object