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-rw-r--r--src/crepe/api/Sprite.h2
-rw-r--r--src/crepe/facade/SDLContext.cpp60
-rw-r--r--src/crepe/facade/SDLContext.h2
-rw-r--r--src/example/rendering_particle.cpp9
4 files changed, 42 insertions, 31 deletions
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 5a7a1d9..7d9c14b 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -71,7 +71,7 @@ public:
* cannot be const because if Animator component is addded then ratio becomes scuffed and
* does it need to be calculated again in the Animator
*/
- double aspect_ratio;
+ float aspect_ratio;
private:
//! Reads the mask of sprite
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 56ba61a..0ba1db4 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -108,22 +108,30 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
.h = sprite.mask.h,
};
}
-SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+
+vec2 bar_size;
+vec2 scale;
+
+SDL_FRect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
const vec2 & cam_pos, const double & img_scale) const {
- double width = sprite.height * sprite.aspect_ratio;
- double height = sprite.height;
- width *= img_scale * cam.zoom;
- height *= img_scale * cam.zoom;
+ vec2 size = { (sprite.height * sprite.aspect_ratio), sprite.height};
+
+ size *= scale * img_scale * cam.zoom ;
- return SDL_Rect{
- .x
- = static_cast<int>(round(pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)),
- .y
- = static_cast<int>(round(pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)),
- .w = static_cast<int>(width),
- .h = static_cast<int>(height),
+ vec2 screen_pos = (pos - cam_pos + cam.viewport_size / 2) * scale - size / 2 + bar_size;
+
+ cout << size.x << " " << size.y << endl;
+ cout << pos.x << " " << pos.y << endl;
+ cout << scale.x << " " << scale.y << endl;
+ cout << screen_pos.x << " " << screen_pos.y << endl;
+
+ return SDL_FRect{
+ .x = screen_pos.x,
+ .y = screen_pos.y,
+ .w = size.x,
+ .h = size.y,
};
}
@@ -134,12 +142,12 @@ void SDLContext::draw(const RenderContext & ctx) {
| (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y));
SDL_Rect srcrect = this->get_src_rect(ctx.sprite);
- SDL_Rect dstrect
+ SDL_FRect dstrect
= this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale);
cout << dstrect.x << " " << dstrect.y << " " << dstrect.w << " " << dstrect.h << endl;
- SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),
+ SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(),
&srcrect, &dstrect, ctx.angle, NULL, render_flip);
}
@@ -155,7 +163,7 @@ 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;
- cout << screen_aspect << " " << viewport_aspect << endl;
+
SDL_FRect black_bars[2];
// calculate black bars
if (screen_aspect > viewport_aspect) {
@@ -164,22 +172,26 @@ void SDLContext::set_camera(const Camera & cam) {
float render_scale = cam.screen.y / cam.viewport_size.y;
float adj_width = cam.viewport_size.x * 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};
- cout << render_scale << " " << adj_width << " " << bar_width << " " << cam.screen.y
- << " " << cam.viewport_size.y << endl;
+ 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;
} else {
// letterboxing
cout << "letterboxing" << endl;
- float render_scale = cam.screen.y / cam.viewport_size.y;
- float adj_width = cam.viewport_size.x * render_scale;
- float bar_height = (cam.screen.x - adj_width) / 2;
+ float render_scale = cam.screen.x / cam.viewport_size.x;
+ 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};
black_bars[1] = {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height};
- cout << render_scale << " " << adj_width << " " << bar_height << " " << cam.screen.y
- << " " << cam.viewport_size.y << endl;
+
+ bar_size = {0,bar_height};
+ scale.x = scale.y = render_scale;
}
+ cout << "BARS" << endl;
+
for (int i = 0; i < 2; ++i) {
cout << black_bars[i].x << " " << black_bars[i].y << " " << black_bars[i].w << " "
<< black_bars[i].h << endl;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 6030a6e..ead0c72 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -158,7 +158,7 @@ private:
* \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_FRect 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/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 5896c81..f5b9ab3 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -32,14 +32,12 @@ 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, 500);
+ img, color, Sprite::FlipSettings{true, true}, 1, 1, 3000);
//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
- */
/*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
@@ -62,8 +60,9 @@ int main(int argc, char * argv[]) {
});
*/
- auto & cam = game_object.add_component<Camera>(Color::WHITE, ivec2{1600, 900},
- vec2{800,800}, 1.0f);
+ auto & cam = game_object.add_component<Camera>(Color::WHITE, ivec2{1280, 720},
+ vec2{8000,6000}, 1.0f);
+ cam.offset.x = 4000;
/*
game_object