From ed1403aea4412bd479244eae8e2940190e71cd28 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 15 Nov 2024 09:48:04 +0100 Subject: example --- src/example/rendering_particle.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index dd08354..33013ef 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -22,14 +22,14 @@ using namespace std; int main(int argc, char * argv[]) { GameObject game_object(0, "", "", Vector2{100, 100}, 0, 0.1); - Color color(0, 0, 0, 0); + Color color(255, 255, 255, 255); Sprite test_sprite = game_object.add_component( make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, - .emission_rate = 0.5, + .emission_rate = 0.1, .min_speed = 6, .max_speed = 20, .min_angle = -20, -- cgit v1.2.3 From 52e84ca0a81210cd1dc61e096c228586649c9bfc Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 20 Nov 2024 11:35:25 +0100 Subject: updated adjsuted rendering based on feedback --- src/crepe/facade/SDLContext.cpp | 51 +++++++++++++++++++++++++++++--------- src/crepe/facade/SDLContext.h | 26 +++++++++++++++++-- src/crepe/system/RenderSystem.cpp | 8 +++--- src/crepe/system/RenderSystem.h | 3 ++- src/example/rendering_particle.cpp | 11 ++++---- 5 files changed, 74 insertions(+), 25 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 40189f6..8131df2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -1,5 +1,6 @@ #include #include +#include #include #include #include @@ -15,6 +16,8 @@ #include "../api/Texture.h" #include "../api/Transform.h" #include "../util/Log.h" +#include "api/Camera.h" +#include "api/Vector2.h" #include "SDLContext.h" @@ -93,30 +96,54 @@ 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) { + 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) { + + 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(adjusted_x), .y = static_cast(adjusted_y), .w = static_cast(adjusted_w), .h = static_cast(adjusted_h), }; +} + +void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, + const double & angle, const double & scale, + const Camera & camera) { + + 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) { + + 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); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 78ac56b..fb09015 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -1,8 +1,10 @@ #pragma once #include +#include #include #include +#include #include #include #include @@ -10,6 +12,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" +#include "api/Vector2.h" namespace crepe { @@ -122,8 +125,7 @@ private: * \param camera Reference to the Camera for view adjustments. */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); - - void draw_particle(const Vector2 & pos, const Camera & camera); + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const double & scale, const Camera & camera); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -137,6 +139,26 @@ private: */ void 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); + /** + * \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); + private: //! sdl Window std::unique_ptr> game_window; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 39e0e3f..1ae5ca7 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -27,7 +27,7 @@ void RenderSystem::update_camera() { } bool RenderSystem::render_particle(const Sprite & sprite, - Transform tm) { + const double & scale) { ComponentManager & mgr = this->component_manager; SDLContext & render = SDLContext::get_instance(); @@ -44,9 +44,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, for (const Particle & p : em.data.particles) { if (!p.active) continue; - tm.position = p.position; - tm.rotation = p.angle; - render.draw(em.data.sprite, tm, *curr_cam); + render.draw_particle(sprite, p.position, p.angle, scale, *this->curr_cam); } } return rendering_particles; @@ -68,7 +66,7 @@ void RenderSystem::render() { if (!sprite.active) continue; auto transform = mgr.get_components_by_id(sprite.game_object_id).front().get(); - bool rendered_particles = this->render_particle(sprite, transform); + bool rendered_particles = this->render_particle(sprite, transform.scale); if (rendered_particles) continue; diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index c18b80b..6643084 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -5,6 +5,7 @@ #include "api/Transform.h" #include "System.h" +#include namespace crepe { @@ -51,7 +52,7 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite &, Transform tm); + bool render_particle(const Sprite &, const double & scale); /** * \brief renders a sprite with a Transform component on the screen diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 33013ef..71b50ba 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -10,7 +10,6 @@ #include #include #include -#include #include #include #include @@ -21,7 +20,11 @@ using namespace crepe; using namespace std; int main(int argc, char * argv[]) { - GameObject game_object(0, "", "", Vector2{100, 100}, 0, 0.1); + ComponentManager mgr; + GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + RenderSystem sys{mgr}; + ParticleSystem psys{mgr}; + Color color(255, 255, 255, 255); Sprite test_sprite = game_object.add_component( make_shared("../asset/texture/img.png"), color, @@ -47,11 +50,9 @@ int main(int argc, char * argv[]) { }); game_object.add_component(Color::get_white()); - auto & sys = crepe::RenderSystem::get_instance(); - auto sys_part = crepe::ParticleSystem(); auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { - sys_part.update(); + psys.update(); sys.update(); SDL_Delay(10 ); } -- cgit v1.2.3 From 3344e0df01435be903e38ccbd3b9cee608d574e7 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 20 Nov 2024 14:06:54 +0100 Subject: implemented feedback --- src/crepe/facade/SDLContext.cpp | 18 +++++++++--------- src/crepe/facade/SDLContext.h | 10 ++++++---- src/crepe/system/RenderSystem.cpp | 18 +++++++++--------- src/crepe/system/RenderSystem.h | 14 ++++---------- src/example/rendering_particle.cpp | 14 ++++++-------- 5 files changed, 34 insertions(+), 40 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index eacb10a..daf0050 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -12,12 +12,12 @@ #include #include +#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 "api/Camera.h" -#include "api/Vector2.h" #include "SDLContext.h" @@ -96,8 +96,7 @@ 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()); } - -SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) { +SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { return SDL_Rect{ .x = sprite.sprite_rect.x, .y = sprite.sprite_rect.y, @@ -106,7 +105,7 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) { }; } SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, - const double & scale, const Camera & cam) { + 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; @@ -123,20 +122,21 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const double & scale, - const Camera & camera) { + 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_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); + &dstrect, angle, NULL, render_flip); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) { +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) diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 287ad5d..718c40f 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -124,9 +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); + 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(); @@ -147,7 +148,7 @@ private: * \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); + SDL_Rect get_src_rect(const Sprite & sprite) const; /** * \brief calculates the sqaure size of the image for an destination * @@ -158,7 +159,8 @@ private: * 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); + 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 1ae5ca7..28bcf56 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,11 +2,11 @@ #include #include "../ComponentManager.h" +#include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../facade/SDLContext.h" -#include "../api/ParticleEmitter.h" #include "../api/Vector2.h" +#include "../facade/SDLContext.h" #include "RenderSystem.h" @@ -21,13 +21,12 @@ void RenderSystem::update_camera() { auto cameras = mgr.get_components_by_type(); for (Camera & cam : cameras) { - SDLContext::get_instance().camera(cam); + SDLContext::get_instance().set_camera(cam); this->curr_cam = &cam; } } -bool RenderSystem::render_particle(const Sprite & sprite, - const double & scale) { +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const { ComponentManager & mgr = this->component_manager; SDLContext & render = SDLContext::get_instance(); @@ -49,22 +48,23 @@ bool RenderSystem::render_particle(const Sprite & sprite, } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { +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() { +void RenderSystem::render() const { ComponentManager & mgr = this->component_manager; auto sprites = mgr.get_components_by_type(); for (const Sprite & sprite : sprites) { if (!sprite.active) continue; - auto transform = mgr.get_components_by_id(sprite.game_object_id).front().get(); + const Transform & transform + = mgr.get_components_by_id(sprite.game_object_id).front().get(); bool rendered_particles = this->render_particle(sprite, transform.scale); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 6643084..8841f72 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -25,13 +25,7 @@ public: * This method is called to perform all rendering operations for the current game frame. */ void update() override; - - - RenderSystem(const RenderSystem &) = delete; - RenderSystem(RenderSystem &&) = delete; - RenderSystem & operator=(const RenderSystem &) = delete; - RenderSystem & operator=(RenderSystem &&) = delete; - + private: //! Clears the screen in preparation for rendering. void clear_screen() const; @@ -43,7 +37,7 @@ private: void update_camera(); //! Renders the whole screen - void render(); + void render() const; /** * \brief Renders all the particles on the screen from a given sprite. @@ -52,7 +46,7 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite &, const double & scale); + bool render_particle(const Sprite & sprite, const double & scale) const; /** * \brief renders a sprite with a Transform component on the screen @@ -60,7 +54,7 @@ private: * \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 &, const Transform & tm); + void render_normal(const Sprite & sprite, const Transform & tm) const; /** * \todo Include color handling for sprites. diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 71b50ba..3f71750 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -4,15 +4,15 @@ #include #include +#include #include #include #include +#include #include #include -#include -#include -#include #include +#include #include @@ -20,15 +20,14 @@ using namespace crepe; using namespace std; int main(int argc, char * argv[]) { - ComponentManager mgr; + ComponentManager mgr; GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); Sprite test_sprite = game_object.add_component( - make_shared("../asset/texture/img.png"), color, - FlipSettings{false, false}); + make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, @@ -54,9 +53,8 @@ int main(int argc, char * argv[]) { while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { psys.update(); sys.update(); - SDL_Delay(10 ); + SDL_Delay(10); } return 0; } - -- cgit v1.2.3 From d623b13dab63408cf5e99dbc453636f174bc6fe8 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 20 Nov 2024 14:33:08 +0100 Subject: fixxed bug with particleemiiter and sprite in single component --- src/crepe/system/RenderSystem.cpp | 4 ++-- src/example/rendering_particle.cpp | 8 ++++++-- 2 files changed, 8 insertions(+), 4 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 28bcf56..c137de1 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -36,10 +36,10 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { + if (!(&em.data.sprite == &sprite)) continue; + rendering_particles = true; if (!em.active) continue; - if (!(em.data.sprite.game_object_id == sprite.game_object_id)) continue; - rendering_particles = true; for (const Particle & p : em.data.particles) { if (!p.active) continue; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 3f71750..bcf95b8 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -15,6 +15,7 @@ #include #include +#include using namespace crepe; using namespace std; @@ -26,10 +27,12 @@ int main(int argc, char * argv[]) { ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); + game_object.add_component(make_shared("../asset/texture/img.png"), color, FlipSettings{false,false}); + Sprite test_sprite = game_object.add_component( make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); game_object.add_component(ParticleEmitter::Data{ - .position = {0, 0}, + .position = {100, 0}, .max_particles = 10, .emission_rate = 0.1, .min_speed = 6, @@ -46,9 +49,10 @@ int main(int argc, char * argv[]) { .reset_on_exit = false, }, .sprite = test_sprite, - }); + }).active = false; game_object.add_component(Color::get_white()); + auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { psys.update(); -- cgit v1.2.3 From a0f39be4510665614d25d23d88fe1d0f0b5cc740 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 20 Nov 2024 15:16:06 +0100 Subject: rendering system bug --- src/crepe/system/RenderSystem.cpp | 29 ++++++++++++++--------------- src/crepe/system/RenderSystem.h | 12 ++++++------ src/example/rendering_particle.cpp | 8 ++++---- 3 files changed, 24 insertions(+), 25 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index bc5422d..c599729 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,6 +1,8 @@ #include #include #include +#include +#include #include #include @@ -48,8 +50,6 @@ RenderSystem::sort(std::vector> & objs) { return sorted_objs; } - - void RenderSystem::update() { this->clear_screen(); this->update_camera(); @@ -57,43 +57,42 @@ void RenderSystem::update() { this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const { +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { ComponentManager & mgr = this->component_manager; - auto emitters = mgr.get_components_by_id(sprite.game_object_id); + vector> emitters + = mgr.get_components_by_id(sprite.game_object_id); bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { + cout << &em.data.sprite << " " << &sprite << endl; if (!(&em.data.sprite == &sprite)) continue; rendering_particles = true; if (!em.active) continue; - for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw_particle(sprite, p.position, p.angle, scale, *this->curr_cam); + this->context.draw_particle(sprite, p.position, p.angle, scale, + *this->curr_cam_ref); } } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const { - - ComponentManager & mgr = this->component_manager; - - this->context.draw(sprite, tm, *this->curr_cam); +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { + this->context.draw(sprite, tm, *this->curr_cam_ref); } -void RenderSystem::render() const { +void RenderSystem::render() { ComponentManager & mgr = this->component_manager; vector> sprites = mgr.get_components_by_type(); - vector> sorted_sprites = this->sort(sprites); + //vector> sorted_sprites = this->sort(sprites); - for (const Sprite & sprite : sorted_sprites) { + for (const Sprite & sprite : sprites) { if (!sprite.active) continue; - const Transform & transform + Transform & transform = mgr.get_components_by_id(sprite.game_object_id).front().get(); bool rendered_particles = this->render_particle(sprite, transform.scale); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index b9033fb..0393f2f 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -31,16 +31,16 @@ public: private: //! Clears the screen in preparation for rendering. - void clear_screen(); + void clear_screen() ; //! Presents the rendered frame to the display. - void present_screen(); + void present_screen() ; //! Updates the active camera used for rendering. void update_camera(); //! Renders the whole screen - void render() const; + void render() ; /** * \brief Renders all the particles on the screen from a given sprite. @@ -49,7 +49,7 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const double & scale) const; + bool render_particle(const Sprite & sprite, const double & scale) ; /** * \brief renders a sprite with a Transform component on the screen @@ -57,7 +57,7 @@ private: * \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); + void render_normal(const Sprite & sprite, const Transform & tm) ; /** * \brief sort a vector sprite objects with @@ -66,7 +66,7 @@ private: * \return returns a sorted reference vector */ std::vector> - sort(std::vector> & objs); + sort(std::vector> & objs) ; /** * \todo Include color handling for sprites. diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index bcf95b8..062f11f 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -27,12 +27,12 @@ int main(int argc, char * argv[]) { ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); - game_object.add_component(make_shared("../asset/texture/img.png"), color, FlipSettings{false,false}); + //game_object.add_component(make_shared("../asset/texture/img.png"), color, FlipSettings{false,false}); Sprite test_sprite = game_object.add_component( make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); game_object.add_component(ParticleEmitter::Data{ - .position = {100, 0}, + .position = {0, 0}, .max_particles = 10, .emission_rate = 0.1, .min_speed = 6, @@ -49,8 +49,8 @@ int main(int argc, char * argv[]) { .reset_on_exit = false, }, .sprite = test_sprite, - }).active = false; - game_object.add_component(Color::get_white()); + }); + game_object.add_component(Color::WHITE); auto start = std::chrono::steady_clock::now(); -- cgit v1.2.3 From ccb9dd63c6fc172fed9acaea31a6d67c457b37fe Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 20 Nov 2024 15:42:55 +0100 Subject: fixed the reference bug in render particle, it was in the example problem --- mwe/events/include/event.h | 2 +- src/crepe/system/RenderSystem.cpp | 19 +++++++++---------- src/crepe/system/RenderSystem.h | 14 +++++++------- src/example/rendering_particle.cpp | 12 +++++++++--- 4 files changed, 26 insertions(+), 21 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h index ee1bf52..e1b220b 100644 --- a/mwe/events/include/event.h +++ b/mwe/events/include/event.h @@ -148,7 +148,7 @@ private: }; class ShutDownEvent : public Event { public: - ShutDownEvent() : Event("ShutDownEvent") {}; + ShutDownEvent() : Event("ShutDownEvent"){}; REGISTER_EVENT_TYPE(ShutDownEvent) diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index c599729..05b7337 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -18,9 +18,9 @@ using namespace crepe; using namespace std; -void RenderSystem::clear_screen() { this->context.clear_screen(); } +void RenderSystem::clear_screen() const { this->context.clear_screen(); } -void RenderSystem::present_screen() { this->context.present_screen(); } +void RenderSystem::present_screen() const { this->context.present_screen(); } void RenderSystem::update_camera() { ComponentManager & mgr = this->component_manager; @@ -42,7 +42,7 @@ bool sorting_comparison(const Sprite & a, const Sprite & b) { } std::vector> -RenderSystem::sort(std::vector> & objs) { +RenderSystem::sort(std::vector> & objs) const { std::vector> sorted_objs(objs); std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison); @@ -57,7 +57,7 @@ void RenderSystem::update() { this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const { ComponentManager & mgr = this->component_manager; @@ -67,7 +67,6 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { - cout << &em.data.sprite << " " << &sprite << endl; if (!(&em.data.sprite == &sprite)) continue; rendering_particles = true; if (!em.active) continue; @@ -80,19 +79,19 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const { this->context.draw(sprite, tm, *this->curr_cam_ref); } -void RenderSystem::render() { +void RenderSystem::render() const { ComponentManager & mgr = this->component_manager; vector> sprites = mgr.get_components_by_type(); - //vector> sorted_sprites = this->sort(sprites); + vector> sorted_sprites = this->sort(sprites); - for (const Sprite & sprite : sprites) { + for (const Sprite & sprite : sorted_sprites) { if (!sprite.active) continue; - Transform & transform + const Transform & transform = mgr.get_components_by_id(sprite.game_object_id).front().get(); bool rendered_particles = this->render_particle(sprite, transform.scale); diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 0393f2f..1a11d5b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -28,19 +28,19 @@ 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() ; + void clear_screen() const; //! Presents the rendered frame to the display. - void present_screen() ; + void present_screen() const; //! Updates the active camera used for rendering. void update_camera(); //! Renders the whole screen - void render() ; + void render() const; /** * \brief Renders all the particles on the screen from a given sprite. @@ -49,7 +49,7 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const double & scale) ; + bool render_particle(const Sprite & sprite, const double & scale) const; /** * \brief renders a sprite with a Transform component on the screen @@ -57,7 +57,7 @@ private: * \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) ; + void render_normal(const Sprite & sprite, const Transform & tm) const; /** * \brief sort a vector sprite objects with @@ -66,7 +66,7 @@ private: * \return returns a sorted reference vector */ std::vector> - sort(std::vector> & objs) ; + sort(std::vector> & objs) const; /** * \todo Include color handling for sprites. diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 062f11f..5030bc6 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -15,6 +15,7 @@ #include #include +#include #include using namespace crepe; @@ -27,11 +28,11 @@ int main(int argc, char * argv[]) { ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); - //game_object.add_component(make_shared("../asset/texture/img.png"), color, FlipSettings{false,false}); - Sprite test_sprite = game_object.add_component( + Sprite & test_sprite = game_object.add_component( make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); - game_object.add_component(ParticleEmitter::Data{ + test_sprite.order_in_layer = 5; + auto test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, .emission_rate = 0.1, @@ -52,6 +53,11 @@ int main(int argc, char * argv[]) { }); game_object.add_component(Color::WHITE); + game_object + .add_component(make_shared("../asset/texture/img.png"), color, + FlipSettings{false, false}) + .order_in_layer + = 6; auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { -- cgit v1.2.3 From c23c7d03522456ac580cb7acd93fbfd95d5b846d Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 20 Nov 2024 19:27:30 +0100 Subject: fixed compile warning and tested the prerequisite that user needs to set explicity and reference --- src/crepe/facade/SDLContext.cpp | 4 ++-- src/example/rendering_particle.cpp | 3 ++- 2 files changed, 4 insertions(+), 3 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index daf0050..f78ec8f 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -122,7 +122,7 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const double & scale, - const Camera & camera) const { + const Camera & camera) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -136,7 +136,7 @@ void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, } void SDLContext::draw(const Sprite & sprite, const Transform & transform, - const Camera & cam) const { + const Camera & cam) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 5030bc6..4571afb 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -32,7 +32,8 @@ int main(int argc, char * argv[]) { Sprite & test_sprite = game_object.add_component( make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; - auto test = game_object.add_component(ParticleEmitter::Data{ + + auto & test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, .emission_rate = 0.1, -- cgit v1.2.3 From ea95685b4dd2adf09a9be4e2dd9233d0cf98b1ef Mon Sep 17 00:00:00 2001 From: max-001 Date: Thu, 21 Nov 2024 17:04:58 +0100 Subject: Minor changes due to templating of Vector2 --- src/crepe/ComponentManager.cpp | 2 +- src/crepe/ComponentManager.h | 2 +- src/crepe/Particle.cpp | 4 ++-- src/crepe/Particle.h | 10 +++++----- src/crepe/api/CMakeLists.txt | 2 +- src/crepe/api/GameObject.cpp | 2 +- src/crepe/api/GameObject.h | 4 ++-- src/crepe/api/ParticleEmitter.h | 6 +++--- src/crepe/api/Rigidbody.cpp | 2 +- src/crepe/api/Rigidbody.h | 8 ++++---- src/crepe/api/Transform.cpp | 3 ++- src/crepe/api/Transform.h | 5 +++-- src/crepe/facade/SDLContext.cpp | 4 ++-- src/crepe/facade/SDLContext.h | 8 ++++---- src/crepe/system/ParticleSystem.cpp | 9 +++++---- src/crepe/system/PhysicsSystem.cpp | 2 +- src/doc/feature/scene.dox | 4 ++-- src/example/rendering_particle.cpp | 6 +++--- src/test/ECSTest.cpp | 39 ++++++++++++++++++++----------------- src/test/ParticleTest.cpp | 10 +++++----- src/test/PhysicsTest.cpp | 4 ++-- src/test/SceneManagerTest.cpp | 21 +++++++++++++------- 22 files changed, 85 insertions(+), 72 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp index e310577..20c6dd4 100644 --- a/src/crepe/ComponentManager.cpp +++ b/src/crepe/ComponentManager.cpp @@ -26,7 +26,7 @@ void ComponentManager::delete_all_components() { } GameObject ComponentManager::new_object(const string & name, const string & tag, - const Vector2 & position, double rotation, + const Vector2 & position, double rotation, double scale) { GameObject object{*this, this->next_id, name, tag, position, rotation, scale}; this->next_id++; diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h index 0956d1e..906e3a7 100644 --- a/src/crepe/ComponentManager.h +++ b/src/crepe/ComponentManager.h @@ -45,7 +45,7 @@ public: * \note This method automatically assigns a new entity ID */ GameObject new_object(const std::string & name, const std::string & tag = "", - const Vector2 & position = {0, 0}, double rotation = 0, + const Vector2 & position = {0, 0}, double rotation = 0, double scale = 1); protected: diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp index 1068cbf..4c994fa 100644 --- a/src/crepe/Particle.cpp +++ b/src/crepe/Particle.cpp @@ -2,8 +2,8 @@ using namespace crepe; -void Particle::reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity, - double angle) { +void Particle::reset(uint32_t lifespan, const Vector2 & position, + const Vector2 & velocity, double angle) { // Initialize the particle state this->time_in_life = 0; this->lifespan = lifespan; diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h index 19859fe..570c9be 100644 --- a/src/crepe/Particle.h +++ b/src/crepe/Particle.h @@ -18,11 +18,11 @@ class Particle { public: //! Position of the particle in 2D space. - Vector2 position; + Vector2 position; //! Velocity vector indicating the speed and direction of the particle. - Vector2 velocity; + Vector2 velocity; //! Accumulated force affecting the particle over time. - Vector2 force_over_time; + Vector2 force_over_time; //! Total lifespan of the particle in milliseconds. uint32_t lifespan; //! Active state of the particle; true if it is in use, false otherwise. @@ -43,8 +43,8 @@ public: * \param velocity The initial velocity of the particle. * \param angle The angle of the particle's trajectory or orientation. */ - void reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity, - double angle); + void reset(uint32_t lifespan, const Vector2 & position, + const Vector2 & velocity, double angle); /** * \brief Updates the particle's state. * diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index d6b6801..92ff328 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -14,7 +14,6 @@ target_sources(crepe PUBLIC Metadata.cpp Scene.cpp SceneManager.cpp - Vector2.cpp Camera.cpp Animator.cpp EventManager.cpp @@ -37,6 +36,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Rigidbody.h Sprite.h Vector2.h + Vector2.hpp Color.h Texture.h AssetManager.h diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 4874426..49bb158 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -9,7 +9,7 @@ using namespace std; GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id, const std::string & name, const std::string & tag, - const Vector2 & position, double rotation, double scale) + const Vector2 & position, double rotation, double scale) : id(id), component_manager(component_manager) { diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 34ef8bb..29c9fcd 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -30,8 +30,8 @@ private: * \param scale The scale of the GameObject */ GameObject(ComponentManager & component_manager, game_object_id_t id, - const std::string & name, const std::string & tag, const Vector2 & position, - double rotation, double scale); + const std::string & name, const std::string & tag, + const Vector2 & position, double rotation, double scale); //! ComponentManager instances GameObject friend class ComponentManager; diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h index 33112e1..1960d0d 100644 --- a/src/crepe/api/ParticleEmitter.h +++ b/src/crepe/api/ParticleEmitter.h @@ -30,7 +30,7 @@ public: //! boundary height (midpoint is emitter location) double height = 0.0; //! boundary offset from particle emitter location - Vector2 offset; + Vector2 offset; //! reset on exit or stop velocity and set max postion bool reset_on_exit = false; }; @@ -43,7 +43,7 @@ public: */ struct Data { //! position of the emitter - Vector2 position; + Vector2 position; //! maximum number of particles const unsigned int max_particles = 0; //! rate of particle emission per update (Lowest value = 0.001 any lower is ignored) @@ -61,7 +61,7 @@ public: //! end Lifespan of particle double end_lifespan = 0.0; //! force over time (physics) - Vector2 force_over_time; + Vector2 force_over_time; //! particle boundary Boundary boundary; //! collection of particles diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index 6b87695..384aabb 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -6,7 +6,7 @@ crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data) : Component(id), data(data) {} -void crepe::Rigidbody::add_force_linear(const Vector2 & force) { +void crepe::Rigidbody::add_force_linear(const Vector2 & force) { this->data.linear_velocity += force; } diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 3e5c7a3..4745d56 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -56,11 +56,11 @@ public: //! Changes if physics apply BodyType body_type = BodyType::DYNAMIC; //! linear velocity of object - Vector2 linear_velocity; + Vector2 linear_velocity; //! maximum linear velocity of object - Vector2 max_linear_velocity; + Vector2 max_linear_velocity; //! linear damping of object - Vector2 linear_damping; + Vector2 linear_damping; //! angular velocity of object double angular_velocity = 0.0; //! max angular velocity of object @@ -90,7 +90,7 @@ public: * * \param force Vector2 that is added to the linear force. */ - void add_force_linear(const Vector2 & force); + void add_force_linear(const Vector2 & force); /** * \brief add a angular force to the Rigidbody. * diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index cd944bd..1ca5b4d 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -4,7 +4,8 @@ using namespace crepe; -Transform::Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale) +Transform::Transform(game_object_id_t id, const Vector2 & point, double rotation, + double scale) : Component(id), position(point), rotation(rotation), diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 18aa293..b0488f5 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -15,7 +15,7 @@ namespace crepe { class Transform : public Component { public: //! Translation (shift) - Vector2 position = {0, 0}; + Vector2 position = {0, 0}; //! Rotation, in degrees double rotation = 0; //! Multiplication factor @@ -28,7 +28,8 @@ protected: * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale); + Transform(game_object_id_t id, const Vector2 & point, double rotation, + double scale); /** * There is always exactly one transform component per entity * \return 1 diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 00523a6..c808d41 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -104,7 +104,7 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, +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; @@ -120,7 +120,7 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, }; } -void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, +void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const double & scale, const Camera & camera) { diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 841ffc9..e4a0da5 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -120,8 +120,8 @@ private: */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); - void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, - const double & scale, const Camera & camera); + void draw_particle(const Sprite & sprite, const Vector2 & pos, + const double & angle, const double & scale, const Camera & camera); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -153,8 +153,8 @@ private: * 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; + 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/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index fcf7522..b839f35 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -44,7 +44,7 @@ void ParticleSystem::update() { void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { constexpr double DEG_TO_RAD = M_PI / 180.0; - Vector2 initial_position = emitter.data.position + transform.position; + Vector2 initial_position = emitter.data.position + transform.position; double random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); @@ -52,7 +52,7 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); double angle_radians = random_angle * DEG_TO_RAD; - Vector2 velocity + Vector2 velocity = {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)}; for (Particle & particle : emitter.data.particles) { @@ -77,7 +77,8 @@ int ParticleSystem::calculate_update(int count, double emission) const { } void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) { - Vector2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position; + Vector2 offset + = emitter.data.boundary.offset + transform.position + emitter.data.position; double half_width = emitter.data.boundary.width / 2.0; double half_height = emitter.data.boundary.height / 2.0; @@ -87,7 +88,7 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t const double BOTTOM = offset.y + half_height; for (Particle & particle : emitter.data.particles) { - const Vector2 & position = particle.position; + const Vector2 & position = particle.position; bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP && position.y <= BOTTOM); diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index bcde431..e7ecd14 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -34,7 +34,7 @@ void PhysicsSystem::update() { if (rigidbody.data.angular_damping != 0) { rigidbody.data.angular_velocity *= rigidbody.data.angular_damping; } - if (rigidbody.data.linear_damping != Vector2{0, 0}) { + if (rigidbody.data.linear_damping != Vector2{0, 0}) { rigidbody.data.linear_velocity *= rigidbody.data.linear_damping; } diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox index 5f34446..5f1214e 100644 --- a/src/doc/feature/scene.dox +++ b/src/doc/feature/scene.dox @@ -46,8 +46,8 @@ public: void load_scene() { auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("object1", "tag_my_scene", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("object2", "tag_my_scene", Vector2{1, 0}, 0, 1); + GameObject object1 = mgr.new_object("object1", "tag_my_scene", Vector2{0, 0}, 0, 1); + GameObject object2 = mgr.new_object("object2", "tag_my_scene", Vector2{1, 0}, 0, 1); } string get_name() const { return "my_scene"; } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 4571afb..9b4ce83 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -23,7 +23,7 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; @@ -43,11 +43,11 @@ int main(int argc, char * argv[]) { .max_angle = 20, .begin_lifespan = 0, .end_lifespan = 60, - .force_over_time = Vector2{0, 0}, + .force_over_time = Vector2{0, 0}, .boundary{ .width = 1000, .height = 1000, - .offset = Vector2{0, 0}, + .offset = Vector2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, diff --git a/src/test/ECSTest.cpp b/src/test/ECSTest.cpp index d5a5826..98d3a27 100644 --- a/src/test/ECSTest.cpp +++ b/src/test/ECSTest.cpp @@ -17,7 +17,7 @@ public: }; TEST_F(ECSTest, createGameObject) { - GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); vector> metadata = mgr.get_components_by_type(); vector> transform = mgr.get_components_by_type(); @@ -37,8 +37,8 @@ TEST_F(ECSTest, createGameObject) { } TEST_F(ECSTest, deleteAllGameObjects) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); mgr.delete_all_components(); @@ -48,7 +48,7 @@ TEST_F(ECSTest, deleteAllGameObjects) { EXPECT_EQ(metadata.size(), 0); EXPECT_EQ(transform.size(), 0); - GameObject obj2 = mgr.new_object("body2", "person2", Vector2{1, 0}, 5, 1); + GameObject obj2 = mgr.new_object("body2", "person2", Vector2{1, 0}, 5, 1); metadata = mgr.get_components_by_type(); transform = mgr.get_components_by_type(); @@ -70,8 +70,8 @@ TEST_F(ECSTest, deleteAllGameObjects) { } TEST_F(ECSTest, deleteGameObject) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); mgr.delete_all_components_of_id(0); @@ -96,7 +96,7 @@ TEST_F(ECSTest, deleteGameObject) { TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 5000; i++) { - GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, i); + GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, i); } vector> metadata = mgr.get_components_by_type(); @@ -128,7 +128,7 @@ TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 10000 - 5000; i++) { string tag = "person" + to_string(i); - GameObject obj = mgr.new_object("body", tag, Vector2{0, 0}, i, 0); + GameObject obj = mgr.new_object("body", tag, Vector2{0, 0}, i, 0); } metadata = mgr.get_components_by_type(); @@ -139,8 +139,8 @@ TEST_F(ECSTest, manyGameObjects) { } TEST_F(ECSTest, getComponentsByID) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); vector> metadata = mgr.get_components_by_id(0); vector> transform = mgr.get_components_by_id(1); @@ -163,15 +163,15 @@ TEST_F(ECSTest, getComponentsByID) { TEST_F(ECSTest, tooMuchComponents) { try { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - obj0.add_component(Vector2{10, 10}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + obj0.add_component(Vector2{10, 10}, 0, 1); } catch (const exception & e) { EXPECT_EQ(e.what(), string("Exceeded maximum number of instances for this component type")); } try { - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); obj1.add_component("body", "person"); } catch (const exception & e) { EXPECT_EQ(e.what(), @@ -187,11 +187,14 @@ TEST_F(ECSTest, tooMuchComponents) { TEST_F(ECSTest, partentChild) { { - GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject right_leg = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); - GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); - GameObject right_foot = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); - GameObject left_foot = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1); + GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject right_leg + = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); + GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); + GameObject right_foot + = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); + GameObject left_foot + = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1); // Set the parent of each GameObject right_foot.set_parent(right_leg); diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index eee022f..48e6630 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -25,7 +25,7 @@ public: std::vector> transforms = mgr.get_components_by_id(0); if (transforms.empty()) { - GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0); + GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0); Color color(0, 0, 0, 0); Sprite & test_sprite = game_object.add_component( @@ -42,11 +42,11 @@ public: .max_angle = 0, .begin_lifespan = 0, .end_lifespan = 0, - .force_over_time = Vector2{0, 0}, + .force_over_time = Vector2{0, 0}, .boundary{ .width = 0, .height = 0, - .offset = Vector2{0, 0}, + .offset = Vector2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, @@ -68,8 +68,8 @@ public: emitter.data.max_angle = 0; emitter.data.begin_lifespan = 0; emitter.data.end_lifespan = 0; - emitter.data.force_over_time = Vector2{0, 0}; - emitter.data.boundary = {0, 0, Vector2{0, 0}, false}; + emitter.data.force_over_time = Vector2{0, 0}; + emitter.data.boundary = {0, 0, Vector2{0, 0}, false}; for (auto & particle : emitter.data.particles) { particle.active = false; } diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 1e37c26..4fd9b14 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -20,12 +20,12 @@ public: vector> transforms = mgr.get_components_by_id(0); if (transforms.empty()) { - auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0); + auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0); entity.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, - .max_linear_velocity = Vector2{10, 10}, + .max_linear_velocity = Vector2{10, 10}, .max_angular_velocity = 10, .constraints = {0, 0}, .use_gravity = true, diff --git a/src/test/SceneManagerTest.cpp b/src/test/SceneManagerTest.cpp index 1efcfb2..f4cf4fd 100644 --- a/src/test/SceneManagerTest.cpp +++ b/src/test/SceneManagerTest.cpp @@ -16,9 +16,12 @@ public: void load_scene() { auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); - GameObject object3 = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); + GameObject object1 + = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); + GameObject object2 + = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); + GameObject object3 + = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); } string get_name() const { return "scene1"; } @@ -30,10 +33,14 @@ public: void load_scene() { auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); - GameObject object3 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); - GameObject object4 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); + GameObject object1 + = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); + GameObject object2 + = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); + GameObject object3 + = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); + GameObject object4 + = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); } string get_name() const { return "scene2"; } -- cgit v1.2.3 From 9b4fecb5e3996a418502a696b79be92d226f23b1 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 21 Nov 2024 20:23:19 +0100 Subject: rendering particles in at the center point and not in the top left corner. --- src/crepe/facade/SDLContext.cpp | 4 ++-- src/example/rendering_particle.cpp | 6 +++--- 2 files changed, 5 insertions(+), 5 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 00523a6..26327b0 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -107,10 +107,10 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { 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; + double adjusted_x = (pos.x - cam.x) * cam.zoom - adjusted_w / 2; + double adjusted_y = (pos.y - cam.y) * cam.zoom - adjusted_h / 2; return SDL_Rect{ .x = static_cast(adjusted_x), diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 4571afb..dd85689 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -23,14 +23,14 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); + make_shared("asset/texture/img.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; auto & test = game_object.add_component(ParticleEmitter::Data{ @@ -55,7 +55,7 @@ int main(int argc, char * argv[]) { game_object.add_component(Color::WHITE); game_object - .add_component(make_shared("../asset/texture/img.png"), color, + .add_component(make_shared("asset/texture/img.png"), color, FlipSettings{false, false}) .order_in_layer = 6; -- cgit v1.2.3 From 385f19a8c896ec126c569f1e5337d6d370d20517 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 22 Nov 2024 13:54:13 +0100 Subject: working aspect ratio in world units. and add pillarboxing/letterboxing depending on ratio --- src/crepe/api/Camera.h | 4 +- src/crepe/api/Color.cpp | 2 +- src/crepe/facade/SDLContext.cpp | 98 ++++++++++++++++++++++++++++---------- src/crepe/facade/SDLContext.h | 4 +- src/example/rendering_particle.cpp | 12 +++-- 5 files changed, 87 insertions(+), 33 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index d7292ef..c42ed0d 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -32,10 +32,10 @@ public: Vector2 pos = {0, 0}; //! screen the display size in pixels ( output resolution ) - Vector2 screen = {640, 480}; + Vector2 screen = {1080, 720}; //! viewport is the area of the world visible through the camera (in world units) - Vector2 viewport = {500, 500}; + Vector2 viewport = {2000, 1000}; //! scale scaling factor from world units to pixel coordinates Vector2 scale = {0, 0}; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 29bd77a..dc7c15f 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,7 +2,7 @@ using namespace crepe; -const Color Color::WHITE{0xff, 0xff, 0xff}; +const Color Color::WHITE{0xff, 0xff, 0xff, 0xff}; const Color Color::RED{0xff, 0x00, 0x00}; const Color Color::GREEN{0x00, 0xff, 0x00}; const Color Color::BLUE{0x00, 0x00, 0xff}; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 74af25f..e187d67 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -5,12 +5,12 @@ #include #include #include +#include #include #include #include #include #include -#include #include "../api/Camera.h" #include "../api/Sprite.h" @@ -94,7 +94,10 @@ void SDLContext::handle_events(bool & running) { */ } -void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::clear_screen() { + SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); + SDL_RenderClear(this->game_renderer.get()); +} void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); } SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { @@ -108,20 +111,11 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale, const Camera & cam) const { - Vector2 pixel_coord = (transform.position - cam.pos) * cam.scale; - double pixel_w = sprite.sprite_rect.w * transform.scale * cam.scale.x; - double pixel_h = sprite.sprite_rect.h * transform.scale * cam.scale.y; - - 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; - return SDL_Rect{ - .x = static_cast(adjusted_x), - .y = static_cast(adjusted_y), - .w = static_cast(adjusted_w), - .h = static_cast(adjusted_h), + .x = static_cast(sprite.sprite_rect.x - 400 / 2), + .y = static_cast(sprite.sprite_rect.y - 300 / 2), + .w = static_cast(400), + .h = static_cast(300), }; } @@ -153,27 +147,81 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam) { +void SDLContext::set_camera(Camera & cam) { + if (this->viewport.w != (int)cam.screen.x && this->viewport.h != (int)cam.screen.y) { + SDL_SetWindowSize(this->game_window.get(), (int)cam.screen.x, (int)cam.screen.y); + this->viewport.h = cam.screen.y; + this->viewport.w = cam.screen.x; + } double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; - Vector2 zoomed_viewport = cam.viewport * cam.zoom; + + SDL_Rect view; if (screen_aspect > viewport_aspect) { - cam.scale.x = cam.scale.y = cam.screen.x / zoomed_viewport.x; + view.h = static_cast(cam.screen.y); + view.w = static_cast(cam.screen.y * viewport_aspect); + view.x = static_cast(cam.screen.x - view.w) / 2; + view.y = 0; } else { - cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y; + view.w = static_cast(cam.screen.x); + view.h = static_cast(cam.screen.x / viewport_aspect); + view.x = 0; + view.y = static_cast(cam.screen.y - view.h) / 2; } + SDL_RenderSetViewport(this->game_renderer.get(), &view); - if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) { - this->viewport.w = cam.screen.x; - this->viewport.h = cam.screen.y; - SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); + SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, + cam.bg_color.b, cam.bg_color.a); + SDL_Rect bg = { + .x = 0, + .y = 0, + .w = static_cast(cam.viewport.x), + .h = static_cast(cam.viewport.y), + }; + SDL_RenderFillRect(this->game_renderer.get(), &bg); + + /* + float offset_x = 0, offset_y = 0; + + + double scale_factor = min(cam.screen.x / cam.viewport.x, cam.screen.y / cam.viewport.y); + cam.scale.x = scale_factor * cam.viewport.x; + cam.scale.y = scale_factor * cam.viewport.y; + + offset_x = (cam.screen.x - cam.scale.x) / 2; + offset_y = (cam.screen.y - cam.scale.y) / 2; + + float bar_w = cam.screen.x - cam.scale.x; + float bar_h = cam.screen.y - cam.scale.y; + + SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); + if (bar_w > 0) { + SDL_Rect left_bar = {0, 0, static_cast(offset_x), static_cast(cam.screen.y)}; + SDL_RenderDrawRect(this->game_renderer.get(), &left_bar); + + SDL_Rect right_bar = {static_cast(offset_x + cam.scale.x), 0, + static_cast(offset_x), static_cast(cam.screen.y)}; + SDL_RenderDrawRect(this->game_renderer.get(), &right_bar); } - SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, - cam.bg_color.b, cam.bg_color.a); + if (screen_aspect > viewport_aspect) { + // pillarboxing + cam.scale.x = cam.scale.y = cam.screen.x / cam.viewport.x; + offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2; + } else if (screen_aspect < viewport_aspect) { + // lettor boxing + cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y; + offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2; + } else { + // screen ration is even + offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2; + offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2; + } + */ } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 841ffc9..45bbda6 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -133,7 +133,7 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(const Camera & camera); + void set_camera(Camera & camera); private: /** @@ -164,7 +164,7 @@ private: std::unique_ptr> game_renderer; //! viewport for the camera window - SDL_Rect viewport = {0, 0, 640, 480}; + SDL_Rect viewport = {0, 0, 1280, 720}; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 4571afb..96ef3df 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -23,16 +23,18 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", Vector2{400, 300}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); + make_shared("asset/texture/test_ap43.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; + + /* auto & test = game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, @@ -52,13 +54,17 @@ int main(int argc, char * argv[]) { }, .sprite = test_sprite, }); + */ + game_object.add_component(Color::WHITE); + /* game_object - .add_component(make_shared("../asset/texture/img.png"), color, + .add_component(make_shared("asset/texture/img.png"), color, FlipSettings{false, false}) .order_in_layer = 6; + */ auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { -- cgit v1.2.3 From a11b647bec22890be44d68d15de6b73f8955722d Mon Sep 17 00:00:00 2001 From: max-001 Date: Fri, 22 Nov 2024 14:35:04 +0100 Subject: Replaced Vector2 by vec2 typedef --- src/crepe/ComponentManager.cpp | 3 +-- src/crepe/ComponentManager.h | 4 +--- src/crepe/Particle.cpp | 4 ++-- src/crepe/Particle.h | 11 +++++------ src/crepe/api/GameObject.cpp | 2 +- src/crepe/api/GameObject.h | 5 ++--- src/crepe/api/ParticleEmitter.h | 8 ++++---- src/crepe/api/Rigidbody.cpp | 2 +- src/crepe/api/Rigidbody.h | 10 +++++----- src/crepe/api/Transform.cpp | 3 +-- src/crepe/api/Transform.h | 8 +++----- src/crepe/facade/SDLContext.cpp | 7 +++---- src/crepe/facade/SDLContext.h | 11 ++++++----- src/crepe/system/ParticleSystem.cpp | 20 ++++++++------------ src/crepe/system/PhysicsSystem.cpp | 2 +- src/crepe/types.h | 14 ++++++++++++++ src/doc/feature/scene.dox | 4 ++-- src/example/rendering_particle.cpp | 10 +++++----- src/test/ECSTest.cpp | 36 ++++++++++++++++++------------------ src/test/ParticleTest.cpp | 10 +++++----- src/test/PhysicsTest.cpp | 4 ++-- src/test/SceneManagerTest.cpp | 14 +++++++------- 22 files changed, 97 insertions(+), 95 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp index 20c6dd4..e4de027 100644 --- a/src/crepe/ComponentManager.cpp +++ b/src/crepe/ComponentManager.cpp @@ -26,8 +26,7 @@ void ComponentManager::delete_all_components() { } GameObject ComponentManager::new_object(const string & name, const string & tag, - const Vector2 & position, double rotation, - double scale) { + const vec2 & position, double rotation, double scale) { GameObject object{*this, this->next_id, name, tag, position, rotation, scale}; this->next_id++; return object; diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h index 906e3a7..1cb0b5f 100644 --- a/src/crepe/ComponentManager.h +++ b/src/crepe/ComponentManager.h @@ -5,8 +5,6 @@ #include #include -#include "api/Vector2.h" - #include "Component.h" #include "types.h" @@ -45,7 +43,7 @@ public: * \note This method automatically assigns a new entity ID */ GameObject new_object(const std::string & name, const std::string & tag = "", - const Vector2 & position = {0, 0}, double rotation = 0, + const vec2 & position = {0, 0}, double rotation = 0, double scale = 1); protected: diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp index 4c994fa..485a0d4 100644 --- a/src/crepe/Particle.cpp +++ b/src/crepe/Particle.cpp @@ -2,8 +2,8 @@ using namespace crepe; -void Particle::reset(uint32_t lifespan, const Vector2 & position, - const Vector2 & velocity, double angle) { +void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, + double angle) { // Initialize the particle state this->time_in_life = 0; this->lifespan = lifespan; diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h index 570c9be..d0397c9 100644 --- a/src/crepe/Particle.h +++ b/src/crepe/Particle.h @@ -2,7 +2,7 @@ #include -#include "api/Vector2.h" +#include "types.h" namespace crepe { @@ -18,11 +18,11 @@ class Particle { public: //! Position of the particle in 2D space. - Vector2 position; + vec2 position; //! Velocity vector indicating the speed and direction of the particle. - Vector2 velocity; + vec2 velocity; //! Accumulated force affecting the particle over time. - Vector2 force_over_time; + vec2 force_over_time; //! Total lifespan of the particle in milliseconds. uint32_t lifespan; //! Active state of the particle; true if it is in use, false otherwise. @@ -43,8 +43,7 @@ public: * \param velocity The initial velocity of the particle. * \param angle The angle of the particle's trajectory or orientation. */ - void reset(uint32_t lifespan, const Vector2 & position, - const Vector2 & velocity, double angle); + void reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, double angle); /** * \brief Updates the particle's state. * diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 49bb158..3c36a21 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -9,7 +9,7 @@ using namespace std; GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id, const std::string & name, const std::string & tag, - const Vector2 & position, double rotation, double scale) + const vec2 & position, double rotation, double scale) : id(id), component_manager(component_manager) { diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 29c9fcd..fcb8d9a 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -2,7 +2,6 @@ #include -#include "Vector2.h" #include "types.h" namespace crepe { @@ -30,8 +29,8 @@ private: * \param scale The scale of the GameObject */ GameObject(ComponentManager & component_manager, game_object_id_t id, - const std::string & name, const std::string & tag, - const Vector2 & position, double rotation, double scale); + const std::string & name, const std::string & tag, const vec2 & position, + double rotation, double scale); //! ComponentManager instances GameObject friend class ComponentManager; diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h index 1960d0d..b83fd61 100644 --- a/src/crepe/api/ParticleEmitter.h +++ b/src/crepe/api/ParticleEmitter.h @@ -4,7 +4,7 @@ #include "Component.h" #include "Particle.h" -#include "Vector2.h" +#include "types.h" namespace crepe { @@ -30,7 +30,7 @@ public: //! boundary height (midpoint is emitter location) double height = 0.0; //! boundary offset from particle emitter location - Vector2 offset; + vec2 offset; //! reset on exit or stop velocity and set max postion bool reset_on_exit = false; }; @@ -43,7 +43,7 @@ public: */ struct Data { //! position of the emitter - Vector2 position; + vec2 position; //! maximum number of particles const unsigned int max_particles = 0; //! rate of particle emission per update (Lowest value = 0.001 any lower is ignored) @@ -61,7 +61,7 @@ public: //! end Lifespan of particle double end_lifespan = 0.0; //! force over time (physics) - Vector2 force_over_time; + vec2 force_over_time; //! particle boundary Boundary boundary; //! collection of particles diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index 384aabb..576ca45 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -6,7 +6,7 @@ crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data) : Component(id), data(data) {} -void crepe::Rigidbody::add_force_linear(const Vector2 & force) { +void crepe::Rigidbody::add_force_linear(const vec2 & force) { this->data.linear_velocity += force; } diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 4745d56..3b0588f 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -2,7 +2,7 @@ #include "../Component.h" -#include "Vector2.h" +#include "types.h" namespace crepe { @@ -56,11 +56,11 @@ public: //! Changes if physics apply BodyType body_type = BodyType::DYNAMIC; //! linear velocity of object - Vector2 linear_velocity; + vec2 linear_velocity; //! maximum linear velocity of object - Vector2 max_linear_velocity; + vec2 max_linear_velocity; //! linear damping of object - Vector2 linear_damping; + vec2 linear_damping; //! angular velocity of object double angular_velocity = 0.0; //! max angular velocity of object @@ -90,7 +90,7 @@ public: * * \param force Vector2 that is added to the linear force. */ - void add_force_linear(const Vector2 & force); + void add_force_linear(const vec2 & force); /** * \brief add a angular force to the Rigidbody. * diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index 1ca5b4d..a85b792 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -4,8 +4,7 @@ using namespace crepe; -Transform::Transform(game_object_id_t id, const Vector2 & point, double rotation, - double scale) +Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale) : Component(id), position(point), rotation(rotation), diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index b0488f5..6243a93 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -1,8 +1,7 @@ #pragma once -#include "api/Vector2.h" - #include "Component.h" +#include "types.h" namespace crepe { @@ -15,7 +14,7 @@ namespace crepe { class Transform : public Component { public: //! Translation (shift) - Vector2 position = {0, 0}; + vec2 position = {0, 0}; //! Rotation, in degrees double rotation = 0; //! Multiplication factor @@ -28,8 +27,7 @@ protected: * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - Transform(game_object_id_t id, const Vector2 & point, double rotation, - double scale); + Transform(game_object_id_t id, const vec2 & point, double rotation, double scale); /** * There is always exactly one transform component per entity * \return 1 diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index c808d41..1c75fe8 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -104,7 +104,7 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const double & scale, const Camera & cam) const { double adjusted_x = (pos.x - cam.x) * cam.zoom; @@ -120,9 +120,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & }; } -void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, - const double & angle, const double & scale, - const Camera & camera) { +void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, + const double & scale, const Camera & camera) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index e4a0da5..20e30b3 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -12,7 +12,8 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" -#include "api/Vector2.h" + +#include "types.h" namespace crepe { @@ -120,8 +121,8 @@ private: */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); - void draw_particle(const Sprite & sprite, const Vector2 & pos, - const double & angle, const double & scale, const Camera & camera); + void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, + const double & scale, const Camera & camera); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -153,8 +154,8 @@ private: * 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; + SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const double & scale, + const Camera & cam) const; private: //! sdl Window diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index b839f35..0e62a57 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -4,7 +4,6 @@ #include "api/ParticleEmitter.h" #include "api/Transform.h" -#include "api/Vector2.h" #include "ComponentManager.h" #include "ParticleSystem.h" @@ -42,17 +41,15 @@ void ParticleSystem::update() { } void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { - constexpr double DEG_TO_RAD = M_PI / 180.0; + constexpr float DEG_TO_RAD = M_PI / 180.0; - Vector2 initial_position = emitter.data.position + transform.position; - double random_angle - = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); + vec2 initial_position = emitter.data.position + transform.position; + float random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); - double random_speed - = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); - double angle_radians = random_angle * DEG_TO_RAD; + float random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); + float angle_radians = random_angle * DEG_TO_RAD; - Vector2 velocity + vec2 velocity = {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)}; for (Particle & particle : emitter.data.particles) { @@ -77,8 +74,7 @@ int ParticleSystem::calculate_update(int count, double emission) const { } void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) { - Vector2 offset - = emitter.data.boundary.offset + transform.position + emitter.data.position; + vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position; double half_width = emitter.data.boundary.width / 2.0; double half_height = emitter.data.boundary.height / 2.0; @@ -88,7 +84,7 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t const double BOTTOM = offset.y + half_height; for (Particle & particle : emitter.data.particles) { - const Vector2 & position = particle.position; + const vec2 & position = particle.position; bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP && position.y <= BOTTOM); diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index e7ecd14..514a4b3 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -34,7 +34,7 @@ void PhysicsSystem::update() { if (rigidbody.data.angular_damping != 0) { rigidbody.data.angular_velocity *= rigidbody.data.angular_damping; } - if (rigidbody.data.linear_damping != Vector2{0, 0}) { + if (rigidbody.data.linear_damping != vec2{0, 0}) { rigidbody.data.linear_velocity *= rigidbody.data.linear_damping; } diff --git a/src/crepe/types.h b/src/crepe/types.h index 914c76c..17f1619 100644 --- a/src/crepe/types.h +++ b/src/crepe/types.h @@ -1,5 +1,7 @@ #pragma once +#include "api/Vector2.h" + #include #include #include @@ -13,4 +15,16 @@ typedef uint32_t game_object_id_t; template using RefVector = std::vector>; +//! Default Vector2 type +typedef Vector2 ivec2; + +//! Default Vector2 type +typedef Vector2 uvec2; + +//! Default Vector2 type +typedef Vector2 vec2; + +//! Default Vector2 type +typedef Vector2 dvec2; + } // namespace crepe diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox index 5f1214e..eedc69a 100644 --- a/src/doc/feature/scene.dox +++ b/src/doc/feature/scene.dox @@ -46,8 +46,8 @@ public: void load_scene() { auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("object1", "tag_my_scene", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("object2", "tag_my_scene", Vector2{1, 0}, 0, 1); + GameObject object1 = mgr.new_object("object1", "tag_my_scene", vec2{0, 0}, 0, 1); + GameObject object2 = mgr.new_object("object2", "tag_my_scene", vec2{1, 0}, 0, 1); } string get_name() const { return "my_scene"; } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 9b4ce83..1a36529 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -23,14 +23,14 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", vec2{100, 100}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("../asset/texture/img.png"), color, FlipSettings{false, false}); + make_shared("asset/texture/img.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; auto & test = game_object.add_component(ParticleEmitter::Data{ @@ -43,11 +43,11 @@ int main(int argc, char * argv[]) { .max_angle = 20, .begin_lifespan = 0, .end_lifespan = 60, - .force_over_time = Vector2{0, 0}, + .force_over_time = vec2{0, 0}, .boundary{ .width = 1000, .height = 1000, - .offset = Vector2{0, 0}, + .offset = vec2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, @@ -55,7 +55,7 @@ int main(int argc, char * argv[]) { game_object.add_component(Color::WHITE); game_object - .add_component(make_shared("../asset/texture/img.png"), color, + .add_component(make_shared("asset/texture/img.png"), color, FlipSettings{false, false}) .order_in_layer = 6; diff --git a/src/test/ECSTest.cpp b/src/test/ECSTest.cpp index 98d3a27..b552581 100644 --- a/src/test/ECSTest.cpp +++ b/src/test/ECSTest.cpp @@ -17,7 +17,7 @@ public: }; TEST_F(ECSTest, createGameObject) { - GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); vector> metadata = mgr.get_components_by_type(); vector> transform = mgr.get_components_by_type(); @@ -37,8 +37,8 @@ TEST_F(ECSTest, createGameObject) { } TEST_F(ECSTest, deleteAllGameObjects) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); mgr.delete_all_components(); @@ -48,7 +48,7 @@ TEST_F(ECSTest, deleteAllGameObjects) { EXPECT_EQ(metadata.size(), 0); EXPECT_EQ(transform.size(), 0); - GameObject obj2 = mgr.new_object("body2", "person2", Vector2{1, 0}, 5, 1); + GameObject obj2 = mgr.new_object("body2", "person2", vec2{1, 0}, 5, 1); metadata = mgr.get_components_by_type(); transform = mgr.get_components_by_type(); @@ -70,8 +70,8 @@ TEST_F(ECSTest, deleteAllGameObjects) { } TEST_F(ECSTest, deleteGameObject) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); mgr.delete_all_components_of_id(0); @@ -96,7 +96,7 @@ TEST_F(ECSTest, deleteGameObject) { TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 5000; i++) { - GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, i); + GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, i); } vector> metadata = mgr.get_components_by_type(); @@ -128,7 +128,7 @@ TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 10000 - 5000; i++) { string tag = "person" + to_string(i); - GameObject obj = mgr.new_object("body", tag, Vector2{0, 0}, i, 0); + GameObject obj = mgr.new_object("body", tag, vec2{0, 0}, i, 0); } metadata = mgr.get_components_by_type(); @@ -139,8 +139,8 @@ TEST_F(ECSTest, manyGameObjects) { } TEST_F(ECSTest, getComponentsByID) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); vector> metadata = mgr.get_components_by_id(0); vector> transform = mgr.get_components_by_id(1); @@ -163,15 +163,15 @@ TEST_F(ECSTest, getComponentsByID) { TEST_F(ECSTest, tooMuchComponents) { try { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - obj0.add_component(Vector2{10, 10}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + obj0.add_component(vec2{10, 10}, 0, 1); } catch (const exception & e) { EXPECT_EQ(e.what(), string("Exceeded maximum number of instances for this component type")); } try { - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); obj1.add_component("body", "person"); } catch (const exception & e) { EXPECT_EQ(e.what(), @@ -187,14 +187,14 @@ TEST_F(ECSTest, tooMuchComponents) { TEST_F(ECSTest, partentChild) { { - GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject body = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); GameObject right_leg - = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); - GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); + = mgr.new_object("rightLeg", "person", vec2{1, 1}, 0, 1); + GameObject left_leg = mgr.new_object("leftLeg", "person", vec2{1, 1}, 0, 1); GameObject right_foot - = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); + = mgr.new_object("rightFoot", "person", vec2{2, 2}, 0, 1); GameObject left_foot - = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1); + = mgr.new_object("leftFoot", "person", vec2{2, 2}, 0, 1); // Set the parent of each GameObject right_foot.set_parent(right_leg); diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index 48e6630..8b81e74 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -25,7 +25,7 @@ public: std::vector> transforms = mgr.get_components_by_id(0); if (transforms.empty()) { - GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0); + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0); Color color(0, 0, 0, 0); Sprite & test_sprite = game_object.add_component( @@ -42,11 +42,11 @@ public: .max_angle = 0, .begin_lifespan = 0, .end_lifespan = 0, - .force_over_time = Vector2{0, 0}, + .force_over_time = vec2{0, 0}, .boundary{ .width = 0, .height = 0, - .offset = Vector2{0, 0}, + .offset = vec2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, @@ -68,8 +68,8 @@ public: emitter.data.max_angle = 0; emitter.data.begin_lifespan = 0; emitter.data.end_lifespan = 0; - emitter.data.force_over_time = Vector2{0, 0}; - emitter.data.boundary = {0, 0, Vector2{0, 0}, false}; + emitter.data.force_over_time = vec2{0, 0}; + emitter.data.boundary = {0, 0, vec2{0, 0}, false}; for (auto & particle : emitter.data.particles) { particle.active = false; } diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 4fd9b14..33b6020 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -20,12 +20,12 @@ public: vector> transforms = mgr.get_components_by_id(0); if (transforms.empty()) { - auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0); + auto entity = mgr.new_object("", "", vec2{0, 0}, 0, 0); entity.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, - .max_linear_velocity = Vector2{10, 10}, + .max_linear_velocity = vec2{10, 10}, .max_angular_velocity = 10, .constraints = {0, 0}, .use_gravity = true, diff --git a/src/test/SceneManagerTest.cpp b/src/test/SceneManagerTest.cpp index f4cf4fd..676da58 100644 --- a/src/test/SceneManagerTest.cpp +++ b/src/test/SceneManagerTest.cpp @@ -17,11 +17,11 @@ public: void load_scene() { auto & mgr = this->component_manager; GameObject object1 - = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); + = mgr.new_object("scene_1", "tag_scene_1", vec2{0, 0}, 0, 1); GameObject object2 - = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); + = mgr.new_object("scene_1", "tag_scene_1", vec2{1, 0}, 0, 1); GameObject object3 - = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); + = mgr.new_object("scene_1", "tag_scene_1", vec2{2, 0}, 0, 1); } string get_name() const { return "scene1"; } @@ -34,13 +34,13 @@ public: void load_scene() { auto & mgr = this->component_manager; GameObject object1 - = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 0}, 0, 1); GameObject object2 - = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 1}, 0, 1); GameObject object3 - = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 2}, 0, 1); GameObject object4 - = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 3}, 0, 1); } string get_name() const { return "scene2"; } -- cgit v1.2.3 From 4ce924b1b1322ee4da3ba50d6da856ad13a2190b Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 22 Nov 2024 16:16:27 +0100 Subject: working scaling image with scaling world to screen --- src/crepe/api/Camera.h | 4 +- src/crepe/api/Sprite.cpp | 4 +- src/crepe/api/Sprite.h | 8 ++++ src/crepe/api/Vector2.cpp | 4 ++ src/crepe/api/Vector2.h | 3 ++ src/crepe/facade/SDLContext.cpp | 86 ++++++++++++++------------------------ src/crepe/facade/SDLContext.h | 10 ++--- src/crepe/system/RenderSystem.cpp | 7 ++-- src/crepe/system/RenderSystem.h | 5 +++ src/example/rendering_particle.cpp | 4 +- 10 files changed, 65 insertions(+), 70 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index c42ed0d..083dc19 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -38,10 +38,8 @@ public: Vector2 viewport = {2000, 1000}; //! scale scaling factor from world units to pixel coordinates - Vector2 scale = {0, 0}; - //! Zoom level of the camera view. - double zoom = 1.0f; + double zoom = 1.5f; public: /** diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index bd2d5cf..3853aab 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -15,7 +15,9 @@ Sprite::Sprite(game_object_id_t id, const shared_ptr image, const Color : Component(id), color(color), flip(flip), - sprite_image(image) { + sprite_image(image), + aspect_ratio(sprite_image->get_width() / sprite_image->get_height()) +{ dbg_trace(); this->sprite_rect.w = sprite_image->get_width(); diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 74a55d4..66599c9 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,6 +1,7 @@ #pragma once #include +#include #include "../Component.h" @@ -62,6 +63,13 @@ public: //! Order within the sorting layer uint8_t order_in_layer = 0; + //! width in world units + int width = 0; + //! height in world units + int height = 0; + + const double aspect_ratio; + public: /** * \brief Gets the maximum number of instances allowed for this sprite. diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp index 8658c00..c8253d7 100644 --- a/src/crepe/api/Vector2.cpp +++ b/src/crepe/api/Vector2.cpp @@ -40,6 +40,10 @@ Vector2 Vector2::operator/(const Vector2 & other) const { return {this->x / other.x, this->y / other.y}; } +Vector2 Vector2::operator/(const double & other) const { + return {this->x / other, this->y / other}; +} + Vector2 Vector2::operator-() const { return {-x, -y}; } bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; } diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 790160d..5a23699 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -30,6 +30,9 @@ struct Vector2 { //! Divides this vector by another vector element-wise and updates this vector. Vector2 operator/(const Vector2 & other) const; + //! Divides a scalar value to both components of this vector and updates this vector. + Vector2 operator/(const double & other) const; + //! Adds another vector to this vector and updates this vector. Vector2 & operator+=(const Vector2 & other); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index e187d67..f49539c 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -9,6 +9,7 @@ #include #include #include +#include #include #include @@ -109,48 +110,60 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { }; } SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, - const double & scale, const Camera & cam) const { + const Vector2 & scale) const { + + int pixel_width, pixel_height; + + if (sprite.sprite_rect.w > sprite.sprite_rect.h) { + pixel_width = static_cast(sprite.width * scale.x); + pixel_height = static_cast(pixel_width / sprite.aspect_ratio); + } else { + pixel_height = static_cast(sprite.height * scale.y); + pixel_width = static_cast(pixel_height * sprite.aspect_ratio); + } + + int pixel_x = static_cast((pos.x - pixel_width / 2)); + int pixel_y = static_cast((pos.y - pixel_height / 2)); return SDL_Rect{ - .x = static_cast(sprite.sprite_rect.x - 400 / 2), - .y = static_cast(sprite.sprite_rect.y - 300 / 2), - .w = static_cast(400), - .h = static_cast(300), + .x = pixel_x, + .y = pixel_y, + .w = pixel_width, + .h = pixel_height, }; } void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, - const double & angle, const double & scale, - const Camera & camera) { + const double & angle, const Vector2 & scale) { 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_Rect dstrect = this->get_dst_rect(sprite, pos, 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) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Vector2 & scale) { 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_Rect dstrect = this->get_dst_rect(sprite, transform.position, scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::set_camera(Camera & cam) { +void SDLContext::set_camera(const Camera & cam, Vector2 & scale) { - if (this->viewport.w != (int)cam.screen.x && this->viewport.h != (int)cam.screen.y) { - SDL_SetWindowSize(this->game_window.get(), (int)cam.screen.x, (int)cam.screen.y); + if (this->viewport.w != (int) cam.screen.x && this->viewport.h != (int) cam.screen.y) { + SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); this->viewport.h = cam.screen.y; this->viewport.w = cam.screen.x; } @@ -158,16 +171,18 @@ void SDLContext::set_camera(Camera & cam) { double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; + scale = cam.screen / cam.viewport * cam.zoom; + SDL_Rect view; if (screen_aspect > viewport_aspect) { - view.h = static_cast(cam.screen.y); + view.h = static_cast(cam.screen.y / cam.zoom); view.w = static_cast(cam.screen.y * viewport_aspect); view.x = static_cast(cam.screen.x - view.w) / 2; view.y = 0; } else { - view.w = static_cast(cam.screen.x); view.h = static_cast(cam.screen.x / viewport_aspect); + view.w = static_cast(cam.screen.x / cam.zoom); view.x = 0; view.y = static_cast(cam.screen.y - view.h) / 2; } @@ -175,7 +190,7 @@ void SDLContext::set_camera(Camera & cam) { SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, - cam.bg_color.b, cam.bg_color.a); + cam.bg_color.b, cam.bg_color.a); SDL_Rect bg = { .x = 0, .y = 0, @@ -183,45 +198,6 @@ void SDLContext::set_camera(Camera & cam) { .h = static_cast(cam.viewport.y), }; SDL_RenderFillRect(this->game_renderer.get(), &bg); - - /* - float offset_x = 0, offset_y = 0; - - - double scale_factor = min(cam.screen.x / cam.viewport.x, cam.screen.y / cam.viewport.y); - cam.scale.x = scale_factor * cam.viewport.x; - cam.scale.y = scale_factor * cam.viewport.y; - - offset_x = (cam.screen.x - cam.scale.x) / 2; - offset_y = (cam.screen.y - cam.scale.y) / 2; - - float bar_w = cam.screen.x - cam.scale.x; - float bar_h = cam.screen.y - cam.scale.y; - - SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); - if (bar_w > 0) { - SDL_Rect left_bar = {0, 0, static_cast(offset_x), static_cast(cam.screen.y)}; - SDL_RenderDrawRect(this->game_renderer.get(), &left_bar); - - SDL_Rect right_bar = {static_cast(offset_x + cam.scale.x), 0, - static_cast(offset_x), static_cast(cam.screen.y)}; - SDL_RenderDrawRect(this->game_renderer.get(), &right_bar); - } - - if (screen_aspect > viewport_aspect) { - // pillarboxing - cam.scale.x = cam.scale.y = cam.screen.x / cam.viewport.x; - offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2; - } else if (screen_aspect < viewport_aspect) { - // lettor boxing - cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y; - offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2; - } else { - // screen ration is even - offset_y = (cam.screen.y - (cam.viewport.y * cam.scale.y)) / 2; - offset_x = (cam.screen.x - (cam.viewport.x * cam.scale.x)) / 2; - } - */ } uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 45bbda6..68d1630 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -118,10 +118,9 @@ 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 Vector2 & scale); - void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, - const double & scale, const Camera & camera); + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const Vector2 & scale); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -133,7 +132,7 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(Camera & camera); + void set_camera(const Camera & camera, Vector2 & scale); private: /** @@ -153,8 +152,7 @@ private: * 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; + SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & scale) const; private: //! sdl Window diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index ad510f5..a16fbb5 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -30,7 +30,7 @@ void RenderSystem::update_camera() { for (Camera & cam : cameras) { if (!cam.active) continue; - this->context.set_camera(cam); + this->context.set_camera(cam, this->scale); this->curr_cam_ref = &cam; } } @@ -72,14 +72,13 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw_particle(sprite, p.position, p.angle, scale, - *this->curr_cam_ref); + this->context.draw_particle(sprite, p.position, p.angle, this->scale * scale); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm, *this->curr_cam_ref); + this->context.draw(sprite, tm, this->scale * tm.scale); } void RenderSystem::render() { diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 30b41cf..19edc02 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -3,6 +3,7 @@ #include #include +#include "api/Vector2.h" #include "facade/SDLContext.h" #include "System.h" @@ -80,8 +81,12 @@ private: //! Pointer to the current active camera for rendering Camera * curr_cam_ref = nullptr; // TODO: needs a better solution + + Vector2 scale; SDLContext & context = SDLContext::get_instance(); + + }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 96ef3df..741c985 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -23,7 +23,7 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{400, 300}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", Vector2{1000, 500}, 0, 2); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; @@ -32,6 +32,8 @@ int main(int argc, char * argv[]) { Sprite & test_sprite = game_object.add_component( make_shared("asset/texture/test_ap43.png"), color, FlipSettings{false, false}); test_sprite.order_in_layer = 5; + test_sprite.width = 1000; + test_sprite.height = 500; /* -- cgit v1.2.3 From 8513b2dad0ec43678f17cca0510db4d1a938279a Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 22 Nov 2024 17:08:55 +0100 Subject: working moving camera, flip animations, resizing with animations, and black bars --- src/crepe/api/Animator.cpp | 5 ++++- src/crepe/api/Sprite.h | 10 ++++++++-- src/crepe/facade/SDLContext.cpp | 25 +++++++++++++------------ src/crepe/facade/SDLContext.h | 6 +++--- src/crepe/system/RenderSystem.cpp | 4 ++-- src/example/rendering_particle.cpp | 11 ++++++++--- 6 files changed, 38 insertions(+), 23 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index d206428..178b165 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -18,7 +18,10 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a animator_rect.h /= col; animator_rect.w /= row; animator_rect.x = 0; - animator_rect.y = (col_animator - 1) * animator_rect.h; + animator_rect.y = col_animator * animator_rect.h; this->active = false; + + // need to do this for to get the aspect ratio for a single clipping in the spritesheet + this->spritesheet.aspect_ratio = (double)animator_rect.w / (double)animator_rect.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 66599c9..89f9121 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -68,7 +68,13 @@ public: //! height in world units int height = 0; - const double aspect_ratio; + /** + * \aspect_ratio ratio of the img so that scaling will not become weird + * + * 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; public: /** @@ -90,7 +96,7 @@ private: friend class AnimatorSystem; //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator - // object is present in GameObject + // object is present in GameObject. this is in sprite pixels Rect sprite_rect; }; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index f49539c..29a8195 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -5,11 +5,9 @@ #include #include #include -#include #include #include #include -#include #include #include @@ -109,21 +107,24 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, - const Vector2 & scale) const { +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos, + const double & img_scale, const Vector2 & cam_scale) const { int pixel_width, pixel_height; if (sprite.sprite_rect.w > sprite.sprite_rect.h) { - pixel_width = static_cast(sprite.width * scale.x); + pixel_width = static_cast(sprite.width * cam_scale.x); pixel_height = static_cast(pixel_width / sprite.aspect_ratio); } else { - pixel_height = static_cast(sprite.height * scale.y); + pixel_height = static_cast(sprite.height * cam_scale.y); pixel_width = static_cast(pixel_height * sprite.aspect_ratio); } - int pixel_x = static_cast((pos.x - pixel_width / 2)); - int pixel_y = static_cast((pos.y - pixel_height / 2)); + pixel_width *= img_scale; + pixel_height *= img_scale; + + int pixel_x = static_cast((pos.x - cam_pos.x - pixel_width / 2)); + int pixel_y = static_cast((pos.y - cam_pos.y - pixel_height / 2)); return SDL_Rect{ .x = pixel_x, @@ -134,27 +135,27 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, } void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, - const double & angle, const Vector2 & scale) { + const double & angle, const Vector2 & cam_pos, const double & img_scale, const Vector2 & cam_scale) { 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); + SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam_pos, img_scale, cam_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 Vector2 & scale) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, const Vector2 & cam_scale) { 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, scale); + SDL_Rect dstrect = this->get_dst_rect(sprite, transform.position, cam_pos, transform.scale, cam_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 68d1630..04c60cc 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -118,9 +118,9 @@ 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 Vector2 & scale); + void draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, const Vector2 & cam_scale); - void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const Vector2 & scale); + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const Vector2 & cam_pos, const double & img_scale, const Vector2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -152,7 +152,7 @@ private: * 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 Vector2 & scale) const; + SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos, const double & img_scale , const Vector2 & scale) const; private: //! sdl Window diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index a16fbb5..676ded6 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -72,13 +72,13 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw_particle(sprite, p.position, p.angle, this->scale * scale); + this->context.draw_particle(sprite, p.position ,p.angle, this->curr_cam_ref->pos ,scale, this->scale); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm, this->scale * tm.scale); + this->context.draw(sprite, tm , this->curr_cam_ref->pos,this->scale); } void RenderSystem::render() { diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 741c985..6a91c19 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,4 +1,6 @@ +#include "api/Animator.h" #include "api/Camera.h" +#include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" #include #include @@ -15,7 +17,6 @@ #include #include -#include #include using namespace crepe; @@ -23,18 +24,21 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{1000, 500}, 0, 2); + GameObject game_object = mgr.new_object("", "", Vector2{1000, 500}, 0, 1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; + AnimatorSystem asys{mgr}; Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("asset/texture/test_ap43.png"), color, FlipSettings{false, false}); + make_shared("asset/spritesheet/spritesheet_test.png"), color, FlipSettings{true, true}); test_sprite.order_in_layer = 5; test_sprite.width = 1000; test_sprite.height = 500; + game_object.add_component(test_sprite, 4,1,0).active = true; + /* auto & test = game_object.add_component(ParticleEmitter::Data{ @@ -71,6 +75,7 @@ int main(int argc, char * argv[]) { auto start = std::chrono::steady_clock::now(); while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { psys.update(); + asys.update(); sys.update(); SDL_Delay(10); } -- cgit v1.2.3 From aed904bdc2ddaf669940d922611229a171a1f220 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 22 Nov 2024 17:09:40 +0100 Subject: make format --- asset/texture/test_ap43.png | Bin 0 -> 2394 bytes src/crepe/api/Animator.cpp | 4 ++-- src/crepe/api/Sprite.cpp | 3 +-- src/crepe/facade/SDLContext.cpp | 14 +++++++++----- src/crepe/facade/SDLContext.h | 10 +++++++--- src/crepe/system/RenderSystem.cpp | 5 +++-- src/crepe/system/RenderSystem.h | 6 ++---- src/example/rendering_particle.cpp | 6 +++--- 8 files changed, 27 insertions(+), 21 deletions(-) create mode 100644 asset/texture/test_ap43.png (limited to 'src/example/rendering_particle.cpp') diff --git a/asset/texture/test_ap43.png b/asset/texture/test_ap43.png new file mode 100644 index 0000000..e758ed7 Binary files /dev/null and b/asset/texture/test_ap43.png differ diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 178b165..0043896 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -18,10 +18,10 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a animator_rect.h /= col; animator_rect.w /= row; animator_rect.x = 0; - animator_rect.y = col_animator * animator_rect.h; + animator_rect.y = col_animator * animator_rect.h; this->active = false; // need to do this for to get the aspect ratio for a single clipping in the spritesheet - this->spritesheet.aspect_ratio = (double)animator_rect.w / (double)animator_rect.h; + this->spritesheet.aspect_ratio = (double) animator_rect.w / (double) animator_rect.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 3853aab..c219dd0 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -16,8 +16,7 @@ Sprite::Sprite(game_object_id_t id, const shared_ptr image, const Color color(color), flip(flip), sprite_image(image), - aspect_ratio(sprite_image->get_width() / sprite_image->get_height()) -{ + aspect_ratio(sprite_image->get_width() / sprite_image->get_height()) { dbg_trace(); this->sprite_rect.w = sprite_image->get_width(); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 29a8195..4619c46 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -107,8 +107,9 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos, - const double & img_scale, const Vector2 & cam_scale) const { +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, + const Vector2 & cam_pos, const double & img_scale, + const Vector2 & cam_scale) const { int pixel_width, pixel_height; @@ -135,7 +136,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, co } void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, - const double & angle, const Vector2 & cam_pos, const double & img_scale, const Vector2 & cam_scale) { + const double & angle, const Vector2 & cam_pos, + const double & img_scale, const Vector2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -148,14 +150,16 @@ void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, &dstrect, angle, NULL, render_flip); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, const Vector2 & cam_scale) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, + const Vector2 & cam_pos, const Vector2 & cam_scale) { 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_pos, transform.scale, cam_scale); + SDL_Rect dstrect + = this->get_dst_rect(sprite, transform.position, cam_pos, transform.scale, cam_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 04c60cc..4d97699 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -118,9 +118,12 @@ 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 Vector2 & cam_pos, const Vector2 & cam_scale); + void draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, + const Vector2 & cam_scale); - void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const Vector2 & cam_pos, const double & img_scale, const Vector2 & cam_scale); + void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, + const Vector2 & cam_pos, const double & img_scale, + const Vector2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -152,7 +155,8 @@ private: * 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 Vector2 & cam_pos, const double & img_scale , const Vector2 & scale) const; + SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const Vector2 & cam_pos, + const double & img_scale, const Vector2 & scale) const; private: //! sdl Window diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 676ded6..1dd1699 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -72,13 +72,14 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw_particle(sprite, p.position ,p.angle, this->curr_cam_ref->pos ,scale, this->scale); + this->context.draw_particle(sprite, p.position, p.angle, this->curr_cam_ref->pos, + scale, this->scale); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm , this->curr_cam_ref->pos,this->scale); + this->context.draw(sprite, tm, this->curr_cam_ref->pos, this->scale); } void RenderSystem::render() { diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 19edc02..f010a83 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -81,12 +81,10 @@ private: //! Pointer to the current active camera for rendering Camera * curr_cam_ref = nullptr; // TODO: needs a better solution - - Vector2 scale; - - SDLContext & context = SDLContext::get_instance(); + Vector2 scale; + SDLContext & context = SDLContext::get_instance(); }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 6a91c19..fad174e 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -32,13 +32,13 @@ int main(int argc, char * argv[]) { Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("asset/spritesheet/spritesheet_test.png"), color, FlipSettings{true, true}); + make_shared("asset/spritesheet/spritesheet_test.png"), color, + FlipSettings{true, true}); test_sprite.order_in_layer = 5; test_sprite.width = 1000; test_sprite.height = 500; - game_object.add_component(test_sprite, 4,1,0).active = true; - + game_object.add_component(test_sprite, 4, 1, 0).active = true; /* auto & test = game_object.add_component(ParticleEmitter::Data{ -- cgit v1.2.3 From 9aca3626e31a7549f8c436672d4f479bd64c0057 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Mon, 25 Nov 2024 19:39:11 +0100 Subject: fixed a rezing and camera origin is now middlepoint --- src/crepe/api/Camera.h | 4 +++- src/crepe/api/Config.h | 2 +- src/crepe/facade/SDLContext.cpp | 13 ++++++------- src/crepe/facade/SDLContext.h | 2 +- src/example/rendering_particle.cpp | 5 +++-- 5 files changed, 14 insertions(+), 12 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 083dc19..137c8ed 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -32,14 +32,16 @@ public: Vector2 pos = {0, 0}; //! screen the display size in pixels ( output resolution ) + //Vector2 screen = {720, 480}; Vector2 screen = {1080, 720}; //! viewport is the area of the world visible through the camera (in world units) + //Vector2 viewport = {720, 480}; Vector2 viewport = {2000, 1000}; //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. - double zoom = 1.5f; + double zoom = 1.0f; public: /** diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 13eabd1..b6c2ccf 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -33,7 +33,7 @@ public: * * Only messages with equal or higher priority than this value will be logged. */ - Log::Level level = Log::Level::INFO; + Log::Level level = Log::Level::DEBUG; /** * \brief Colored log output * diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 778e746..de7d08f 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include @@ -124,8 +125,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, pixel_width *= img_scale; pixel_height *= img_scale; - int pixel_x = static_cast((pos.x - cam_pos.x - pixel_width / 2)); - int pixel_y = static_cast((pos.y - cam_pos.y - pixel_height / 2)); + int pixel_x = static_cast((pos.x - cam_pos.x + this->viewport.w / 2 - pixel_width / 2)); + int pixel_y = static_cast((pos.y - cam_pos.y + this->viewport.h / 2 - pixel_height / 2)); return SDL_Rect{ .x = pixel_x, @@ -168,10 +169,10 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, void SDLContext::set_camera(const Camera & cam, Vector2 & scale) { // resize window - if (this->viewport.w != (int) cam.screen.x && this->viewport.h != (int) cam.screen.y) { + if (this->viewport.w != (int) cam.screen.x || this->viewport.h != (int) cam.screen.y) { SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); - this->viewport.h = cam.screen.y; - this->viewport.w = cam.screen.x; + this->viewport.h = (int)cam.screen.y; + this->viewport.w = (int)cam.screen.x; } double screen_aspect = cam.screen.x / cam.screen.y; @@ -185,7 +186,6 @@ void SDLContext::set_camera(const Camera & cam, Vector2 & scale) { // calculate black bars if (screen_aspect > viewport_aspect) { // lettorboxing - view.h = static_cast(cam.screen.y / cam.zoom); view.w = static_cast(cam.screen.y * viewport_aspect); view.x = static_cast(cam.screen.x - view.w) / 2; view.y = 0; @@ -196,7 +196,6 @@ void SDLContext::set_camera(const Camera & cam, Vector2 & scale) { view.x = 0; view.y = static_cast(cam.screen.y - view.h) / 2; } - // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 03f9ec9..3e9b8db 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -179,7 +179,7 @@ private: //! viewport for the camera window //todo change this so that it becomes a vec2 for only width and height - SDL_Rect viewport = {0, 0, 1280, 720}; + SDL_Rect viewport = {0, 0, 1200, 1200}; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index fad174e..36997be 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -24,7 +24,7 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{1000, 500}, 0, 1); + GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; AnimatorSystem asys{mgr}; @@ -62,7 +62,8 @@ int main(int argc, char * argv[]) { }); */ - game_object.add_component(Color::WHITE); + auto & cam = game_object.add_component(Color::WHITE); + cam.pos = {500, 200}; /* game_object -- cgit v1.2.3 From 8cfb59093ce7b18c2b81cc8429a7568a3ba21a73 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Tue, 26 Nov 2024 10:03:06 +0100 Subject: adjusted vector2 to vec2 --- src/crepe/api/Camera.h | 13 +++++++------ src/crepe/api/Vector2.h | 11 ++--------- src/crepe/facade/SDLContext.cpp | 20 +++++++++----------- src/crepe/facade/SDLContext.h | 16 ++++++++-------- src/crepe/system/RenderSystem.h | 8 +++----- src/example/rendering_particle.cpp | 5 ++--- 6 files changed, 31 insertions(+), 42 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 137c8ed..eea1b28 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -2,7 +2,8 @@ #include "Color.h" #include "Component.h" -#include "api/Vector2.h" + +#include "types.h" namespace crepe { @@ -29,15 +30,15 @@ public: Color bg_color; //! pos The position of the camera in world units - Vector2 pos = {0, 0}; + vec2 pos = {0, 0}; //! screen the display size in pixels ( output resolution ) - //Vector2 screen = {720, 480}; - Vector2 screen = {1080, 720}; + //vec2 screen = {720, 480}; + vec2 screen = {1080, 720}; //! viewport is the area of the world visible through the camera (in world units) - //Vector2 viewport = {720, 480}; - Vector2 viewport = {2000, 1000}; + //vec2 viewport = {720, 480}; + vec2 viewport = {2000, 1000}; //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 019d849..0688fac 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -34,15 +34,11 @@ struct Vector2 { //! Multiplies this vector by another vector element-wise and updates this vector. Vector2 & operator*=(const Vector2 & other); - //! Multiplies a scalar value to both components of this vector and updates this vector. - Vector2 & operator*=(const Vector2 & other); - - //! Divides this vector by another vector element-wise and updates this vector. - Vector2 operator/(const Vector2 & other) const; - //! Divides a scalar value to both components of this vector and updates this vector. Vector2 operator/(const T & other) const; + Vector2 operator/(T other) const; + //! Adds another vector to this vector and updates this vector. Vector2 & operator+=(const Vector2 & other); @@ -55,9 +51,6 @@ struct Vector2 { //! Subtracts a scalar value from both components of this vector and updates this vector. Vector2 & operator-=(T other); - //! Multiplies this vector by another vector element-wise and updates this vector. - Vector2 & operator*=(const Vector2 & other); - //! Multiplies this vector by a scalar and updates this vector. Vector2 & operator*=(T other); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index de7d08f..fc59d84 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,7 +8,6 @@ #include #include #include -#include #include #include @@ -16,10 +15,9 @@ #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" -#include "../api/Vector2.h" #include "../util/Log.h" -#include "api/Vector2.h" +#include "types.h" #include "SDLContext.h" using namespace crepe; @@ -108,9 +106,9 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, - const Vector2 & cam_pos, const double & img_scale, - const Vector2 & cam_scale) const { +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, + const vec2 & cam_pos, const double & img_scale, + const vec2 & cam_scale) const { int pixel_width, pixel_height; @@ -136,9 +134,9 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, }; } -void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, - const double & angle, const Vector2 & cam_pos, - const double & img_scale, const Vector2 & cam_scale) { +void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, + const double & angle, const vec2 & cam_pos, + const double & img_scale, const vec2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -152,7 +150,7 @@ void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, } void SDLContext::draw(const Sprite & sprite, const Transform & transform, - const Vector2 & cam_pos, const Vector2 & cam_scale) { + const vec2 & cam_pos, const vec2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -166,7 +164,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::set_camera(const Camera & cam, Vector2 & scale) { +void SDLContext::set_camera(const Camera & cam, vec2 & scale) { // resize window if (this->viewport.w != (int) cam.screen.x || this->viewport.h != (int) cam.screen.y) { diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index aed5797..c9f3299 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -120,8 +120,8 @@ private: * \param cam_pos position of the current camera in the scene * \param cam_scale multiplier for the world to screen */ - void draw(const Sprite & sprite, const Transform & transform, const Vector2 & cam_pos, - const Vector2 & cam_scale); + void draw(const Sprite & sprite, const Transform & transform, const vec2 & cam_pos, + const vec2 & cam_scale); /** * \brief Draws a particle to the screen using the specified parameters @@ -133,9 +133,9 @@ private: * \param img_scale scalar multiplier to increase image size * \param cam_scale camera scalar for world to screen */ - void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, - const Vector2 & cam_pos, const double & img_scale, - const Vector2 & cam_scale); + void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, + const vec2 & cam_pos, const double & img_scale, + const vec2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -147,7 +147,7 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(const Camera & camera, Vector2 & scale); + void set_camera(const Camera & camera, vec2 & scale); private: /** @@ -168,8 +168,8 @@ private: * \param scale the multiplier for world to screen * \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 Vector2 & cam_pos, - const double & img_scale, const Vector2 & scale) const; + SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const vec2 & cam_pos, + const double & img_scale, const vec2 & scale) const; private: //! sdl Window diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index f010a83..97222f3 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,13 +1,11 @@ #pragma once -#include -#include +#include -#include "api/Vector2.h" #include "facade/SDLContext.h" #include "System.h" -#include +#include "types.h" namespace crepe { @@ -82,7 +80,7 @@ private: Camera * curr_cam_ref = nullptr; // TODO: needs a better solution - Vector2 scale; + vec2 scale; SDLContext & context = SDLContext::get_instance(); }; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 49e8e9d..80726bc 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -2,7 +2,6 @@ #include "api/Camera.h" #include "system/AnimatorSystem.h" #include "system/ParticleSystem.h" -#include "types.h" #include #include @@ -14,7 +13,7 @@ #include #include #include -#include +#include #include #include @@ -25,7 +24,7 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 1); + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; AnimatorSystem asys{mgr}; -- cgit v1.2.3 From 60a9879f268977d57b460eec830a3f8b5b24e1a2 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Tue, 26 Nov 2024 10:26:42 +0100 Subject: added window default config settings --- src/crepe/api/Camera.h | 11 +++++------ src/crepe/api/Config.h | 9 +++++++++ src/crepe/facade/SDLContext.cpp | 12 +++++------- src/crepe/facade/SDLContext.h | 4 ++-- src/example/rendering_particle.cpp | 1 + 5 files changed, 22 insertions(+), 15 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index eea1b28..ec94c44 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -3,6 +3,7 @@ #include "Color.h" #include "Component.h" +#include "api/Config.h" #include "types.h" namespace crepe { @@ -30,19 +31,17 @@ public: Color bg_color; //! pos The position of the camera in world units - vec2 pos = {0, 0}; + vec2 pos = Config::get_instance().win_set.pos; //! screen the display size in pixels ( output resolution ) - //vec2 screen = {720, 480}; - vec2 screen = {1080, 720}; + vec2 screen = Config::get_instance().win_set.def_size; //! viewport is the area of the world visible through the camera (in world units) - //vec2 viewport = {720, 480}; - vec2 viewport = {2000, 1000}; + vec2 viewport = Config::get_instance().win_set.def_size; //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. - double zoom = 1.0f; + double zoom = Config::get_instance().win_set.zoom; public: /** diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 671fd02..e1aef7d 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -1,6 +1,7 @@ #pragma once #include "../util/Log.h" +#include "types.h" namespace crepe { @@ -62,6 +63,14 @@ public: double gravity = 1; } physics; + //! default window settings + struct { + //TODO make this constexpr because this will never change + vec2 def_size = {1080,720}; + vec2 pos = {0,0}; + float zoom = 1.0f; + } win_set; + //! Asset loading options struct { /** diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index fc59d84..8b29f8a 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -30,14 +30,13 @@ SDLContext & SDLContext::get_instance() { SDLContext::SDLContext() { dbg_trace(); - // FIXME: read window defaults from config manager if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->viewport.w, this->viewport.h, 0); + this->window.x, this->window.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -123,8 +122,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, pixel_width *= img_scale; pixel_height *= img_scale; - int pixel_x = static_cast((pos.x - cam_pos.x + this->viewport.w / 2 - pixel_width / 2)); - int pixel_y = static_cast((pos.y - cam_pos.y + this->viewport.h / 2 - pixel_height / 2)); + int pixel_x = static_cast((pos.x - cam_pos.x + this->window.x / 2 - pixel_width / 2)); + int pixel_y = static_cast((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); return SDL_Rect{ .x = pixel_x, @@ -167,10 +166,9 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, void SDLContext::set_camera(const Camera & cam, vec2 & scale) { // resize window - if (this->viewport.w != (int) cam.screen.x || this->viewport.h != (int) cam.screen.y) { + if ((int)this->window.x != (int) cam.screen.x || (int)this->window.y != (int) cam.screen.y) { SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); - this->viewport.h = (int)cam.screen.y; - this->viewport.w = (int)cam.screen.x; + this->window = cam.screen; } double screen_aspect = cam.screen.x / cam.screen.y; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index c9f3299..f72eecb 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -13,6 +13,7 @@ #include "../api/Transform.h" #include "api/Camera.h" +#include "api/Config.h" #include "types.h" namespace crepe { @@ -179,8 +180,7 @@ private: std::unique_ptr> game_renderer; //! viewport for the camera window - //todo change this so that it becomes a vec2 for only width and height - SDL_Rect viewport = {0, 0, 1200, 1200}; + vec2 window = Config::get_instance().win_set.def_size; }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 80726bc..54a90b5 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -64,6 +64,7 @@ int main(int argc, char * argv[]) { auto & cam = game_object.add_component(Color::WHITE); cam.pos = {500, 200}; + cam.viewport = {2000,1000}; /* game_object -- cgit v1.2.3 From b4c07db977ab18302a0d953ef22a32a171e688f8 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Tue, 26 Nov 2024 10:27:14 +0100 Subject: make format --- src/crepe/api/Config.h | 6 +++--- src/crepe/facade/SDLContext.cpp | 24 +++++++++++++----------- src/crepe/facade/SDLContext.h | 3 +-- src/example/rendering_particle.cpp | 4 ++-- 4 files changed, 19 insertions(+), 18 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index e1aef7d..6de93f0 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -65,9 +65,9 @@ public: //! default window settings struct { - //TODO make this constexpr because this will never change - vec2 def_size = {1080,720}; - vec2 pos = {0,0}; + //TODO make this constexpr because this will never change + vec2 def_size = {1080, 720}; + vec2 pos = {0, 0}; float zoom = 1.0f; } win_set; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 8b29f8a..ac6b089 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -17,8 +17,8 @@ #include "../api/Transform.h" #include "../util/Log.h" -#include "types.h" #include "SDLContext.h" +#include "types.h" using namespace crepe; using namespace std; @@ -123,7 +123,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, pixel_height *= img_scale; int pixel_x = static_cast((pos.x - cam_pos.x + this->window.x / 2 - pixel_width / 2)); - int pixel_y = static_cast((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); + int pixel_y + = static_cast((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); return SDL_Rect{ .x = pixel_x, @@ -133,9 +134,9 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, }; } -void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, - const double & angle, const vec2 & cam_pos, - const double & img_scale, const vec2 & cam_scale) { +void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, + const vec2 & cam_pos, const double & img_scale, + const vec2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -148,8 +149,8 @@ void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, &dstrect, angle, NULL, render_flip); } -void SDLContext::draw(const Sprite & sprite, const Transform & transform, - const vec2 & cam_pos, const vec2 & cam_scale) { +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const vec2 & cam_pos, + const vec2 & cam_scale) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) @@ -166,19 +167,20 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, void SDLContext::set_camera(const Camera & cam, vec2 & scale) { // resize window - if ((int)this->window.x != (int) cam.screen.x || (int)this->window.y != (int) cam.screen.y) { + if ((int) this->window.x != (int) cam.screen.x + || (int) this->window.y != (int) cam.screen.y) { SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); this->window = cam.screen; } double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; - + // decide scaling factor for world to screen scale = cam.screen / cam.viewport * cam.zoom; SDL_Rect view; - + // calculate black bars if (screen_aspect > viewport_aspect) { // lettorboxing @@ -192,7 +194,7 @@ void SDLContext::set_camera(const Camera & cam, vec2 & scale) { view.x = 0; view.y = static_cast(cam.screen.y - view.h) / 2; } - // set drawing area + // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index f72eecb..542a8bf 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -135,8 +135,7 @@ private: * \param cam_scale camera scalar for world to screen */ void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const vec2 & cam_pos, const double & img_scale, - const vec2 & cam_scale); + const vec2 & cam_pos, const double & img_scale, const vec2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 54a90b5..c70e1af 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -13,8 +13,8 @@ #include #include #include -#include #include +#include #include #include @@ -64,7 +64,7 @@ int main(int argc, char * argv[]) { auto & cam = game_object.add_component(Color::WHITE); cam.pos = {500, 200}; - cam.viewport = {2000,1000}; + cam.viewport = {2000, 1000}; /* game_object -- cgit v1.2.3 From c5d1b46ba804eaabdb4fc2f4f4295292032def65 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Tue, 26 Nov 2024 19:19:21 +0100 Subject: implemented all the feedback --- src/crepe/api/Texture.cpp | 2 -- src/crepe/facade/SDLContext.cpp | 39 +++++++++++++++++--------------------- src/crepe/facade/SDLContext.h | 8 ++++---- src/crepe/system/RenderSystem.cpp | 6 +++--- src/example/rendering_particle.cpp | 3 +-- 5 files changed, 25 insertions(+), 33 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 264d7b1..eeb86e9 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -1,5 +1,3 @@ -#include - #include "../facade/SDLContext.h" #include "../util/Log.h" diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index ac6b089..55b0082 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -105,37 +105,32 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, - const vec2 & cam_pos, const double & img_scale, - const vec2 & cam_scale) const { +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, + const double & img_scale, const vec2 & cam_scale) const { - int pixel_width, pixel_height; + int width, height; if (sprite.sprite_rect.w > sprite.sprite_rect.h) { - pixel_width = static_cast(sprite.width * cam_scale.x); - pixel_height = static_cast(pixel_width / sprite.aspect_ratio); + width = static_cast(sprite.width * cam_scale.x); + height = static_cast(width / sprite.aspect_ratio); } else { - pixel_height = static_cast(sprite.height * cam_scale.y); - pixel_width = static_cast(pixel_height * sprite.aspect_ratio); + height = static_cast(sprite.height * cam_scale.y); + width = static_cast(height * sprite.aspect_ratio); } - pixel_width *= img_scale; - pixel_height *= img_scale; - - int pixel_x = static_cast((pos.x - cam_pos.x + this->window.x / 2 - pixel_width / 2)); - int pixel_y - = static_cast((pos.y - cam_pos.y + this->window.y / 2 - pixel_height / 2)); + width *= img_scale; + height *= img_scale; return SDL_Rect{ - .x = pixel_x, - .y = pixel_y, - .w = pixel_width, - .h = pixel_height, + .x = static_cast((pos.x - cam.pos.x + (cam.viewport.x / 2) - width / 2)), + .y = static_cast((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 vec2 & cam_pos, const double & img_scale, + const double & img_scale, const Camera & cam, const vec2 & cam_scale) { SDL_RendererFlip render_flip @@ -143,13 +138,13 @@ void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const do | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); SDL_Rect srcrect = this->get_src_rect(sprite); - SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam_pos, img_scale, cam_scale); + SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale, cam_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 vec2 & cam_pos, +void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam, const vec2 & cam_scale) { SDL_RendererFlip render_flip @@ -158,7 +153,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const SDL_Rect srcrect = this->get_src_rect(sprite); SDL_Rect dstrect - = this->get_dst_rect(sprite, transform.position, cam_pos, transform.scale, cam_scale); + = this->get_dst_rect(sprite, transform.position, cam, transform.scale, cam_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 542a8bf..1a9316e 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -121,7 +121,7 @@ private: * \param cam_pos position of the current camera in the scene * \param cam_scale multiplier for the world to screen */ - void draw(const Sprite & sprite, const Transform & transform, const vec2 & cam_pos, + void draw(const Sprite & sprite, const Transform & transform, const Camera & cam, const vec2 & cam_scale); /** @@ -135,7 +135,7 @@ private: * \param cam_scale camera scalar for world to screen */ void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const vec2 & cam_pos, const double & img_scale, const vec2 & cam_scale); + const double & img_scale, const Camera & cam, const vec2 & cam_scale); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -168,8 +168,8 @@ private: * \param scale the multiplier for world to screen * \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 vec2 & cam_pos, - const double & img_scale, const vec2 & scale) const; + SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, + const double & img_scale, const vec2 & cam_scale) const; private: //! sdl Window diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 1dd1699..564fc79 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -72,14 +72,14 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw_particle(sprite, p.position, p.angle, this->curr_cam_ref->pos, - scale, this->scale); + this->context.draw_particle(sprite, p.position, p.angle, scale, + *this->curr_cam_ref, this->scale); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm, this->curr_cam_ref->pos, this->scale); + this->context.draw(sprite, tm, *this->curr_cam_ref, this->scale); } void RenderSystem::render() { diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index c70e1af..eec2769 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -63,8 +63,7 @@ int main(int argc, char * argv[]) { */ auto & cam = game_object.add_component(Color::WHITE); - cam.pos = {500, 200}; - cam.viewport = {2000, 1000}; + cam.pos = {0, 0}; /* game_object -- cgit v1.2.3 From 368aeba5bcfafe445b3af5748f3798aa75003bf2 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 27 Nov 2024 10:35:06 +0100 Subject: implemented feedback on PR40 and made camera sizes ivec2 --- src/crepe/api/Camera.h | 11 ++++----- src/crepe/api/Config.h | 2 +- src/crepe/api/Sprite.cpp | 3 ++- src/crepe/facade/SDLContext.cpp | 49 +++++++++++++++++++------------------- src/crepe/facade/SDLContext.h | 27 ++++++++------------- src/crepe/system/RenderSystem.cpp | 8 +++---- src/crepe/system/RenderSystem.h | 4 +--- src/example/rendering_particle.cpp | 8 +++---- 8 files changed, 51 insertions(+), 61 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index ec94c44..151e5d9 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -2,8 +2,6 @@ #include "Color.h" #include "Component.h" - -#include "api/Config.h" #include "types.h" namespace crepe { @@ -31,17 +29,18 @@ public: Color bg_color; //! pos The position of the camera in world units - vec2 pos = Config::get_instance().win_set.pos; + vec2 pos = {0,0}; //! screen the display size in pixels ( output resolution ) - vec2 screen = Config::get_instance().win_set.def_size; + ivec2 screen = {1080,720}; //! viewport is the area of the world visible through the camera (in world units) - vec2 viewport = Config::get_instance().win_set.def_size; + //vec2 viewport = {1000, 2000}; + ivec2 viewport = {500, 1000}; //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. - double zoom = Config::get_instance().win_set.zoom; + double zoom = 1.0f; public: /** diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 6de93f0..2723461 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -66,7 +66,7 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - vec2 def_size = {1080, 720}; + ivec2 def_size = {1080, 720}; vec2 pos = {0, 0}; float zoom = 1.0f; } win_set; diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index c219dd0..27f219c 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,3 +1,4 @@ +#include #include #include "../util/Log.h" @@ -16,7 +17,7 @@ Sprite::Sprite(game_object_id_t id, const shared_ptr image, const Color color(color), flip(flip), sprite_image(image), - aspect_ratio(sprite_image->get_width() / sprite_image->get_height()) { + aspect_ratio(static_cast(sprite_image->get_width()) / sprite_image->get_height()) { dbg_trace(); this->sprite_rect.w = sprite_image->get_width(); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 55b0082..fca3de4 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include @@ -18,6 +19,7 @@ #include "../util/Log.h" #include "SDLContext.h" +#include "api/Config.h" #include "types.h" using namespace crepe; @@ -34,9 +36,11 @@ SDLContext::SDLContext() { if (SDL_Init(SDL_INIT_VIDEO) != 0) { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } + + auto & cfg = Config::get_instance().win_set; SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - this->window.x, this->window.y, 0); + cfg.def_size.x,cfg.def_size.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -106,20 +110,22 @@ 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 vec2 & cam_scale) const { + const double & img_scale) const { int width, height; - if (sprite.sprite_rect.w > sprite.sprite_rect.h) { - width = static_cast(sprite.width * cam_scale.x); - height = static_cast(width / sprite.aspect_ratio); + if (sprite.width > sprite.height) { + width = sprite.width; + height = static_cast(sprite.width / sprite.aspect_ratio); } else { - height = static_cast(sprite.height * cam_scale.y); - width = static_cast(height * sprite.aspect_ratio); + height = sprite.height; + width = static_cast(sprite.height * sprite.aspect_ratio); } - width *= img_scale; - height *= img_scale; + cout << width << " " << height << " " << " " << sprite.aspect_ratio << endl; + + width *= img_scale * cam.zoom; + height *= img_scale * cam.zoom; return SDL_Rect{ .x = static_cast((pos.x - cam.pos.x + (cam.viewport.x / 2) - width / 2)), @@ -130,22 +136,20 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const } void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, - const double & img_scale, const Camera & cam, - const vec2 & cam_scale) { + const double & img_scale, 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, pos, cam , img_scale, cam_scale); + SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_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, - const vec2 & cam_scale) { +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) @@ -153,32 +157,29 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const SDL_Rect srcrect = this->get_src_rect(sprite); SDL_Rect dstrect - = this->get_dst_rect(sprite, transform.position, cam, transform.scale, cam_scale); + = 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); } -void SDLContext::set_camera(const Camera & cam, vec2 & scale) { +void SDLContext::set_camera(const Camera & cam) { // resize window - if ((int) this->window.x != (int) cam.screen.x - || (int) this->window.y != (int) cam.screen.y) { - SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y); - this->window = cam.screen; + int w,h; + SDL_GetWindowSize(this->game_window.get(), &w, &h); + if ( w != cam.screen.x || h != cam.screen.y) { + SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } double screen_aspect = cam.screen.x / cam.screen.y; double viewport_aspect = cam.viewport.x / cam.viewport.y; - // decide scaling factor for world to screen - scale = cam.screen / cam.viewport * cam.zoom; - SDL_Rect view; - // calculate black bars if (screen_aspect > viewport_aspect) { // lettorboxing + view.h = static_cast(cam.screen.y / cam.zoom); view.w = static_cast(cam.screen.y * viewport_aspect); view.x = static_cast(cam.screen.x - view.w) / 2; view.y = 0; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 1a9316e..2e40b6f 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -11,9 +11,8 @@ #include "../api/Sprite.h" #include "../api/Transform.h" -#include "api/Camera.h" +#include "../api/Camera.h" -#include "api/Config.h" #include "types.h" namespace crepe { @@ -101,14 +100,14 @@ private: * \param texture Reference to the Texture object. * \return Width of the texture as an integer. */ - int get_width(const Texture &) const; + int get_width(const Texture & texture) const; /** * \brief Gets the height of a texture. * \param texture Reference to the Texture object. * \return Height of the texture as an integer. */ - int get_height(const Texture &) const; + int get_height(const Texture & texture) const; private: //! Will use draw,clear_screen, present_screen, camera. @@ -118,11 +117,9 @@ 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_pos position of the current camera in the scene - * \param cam_scale multiplier for the world to screen + * \param cam camera of the current scene */ - void draw(const Sprite & sprite, const Transform & transform, const Camera & cam, - const vec2 & cam_scale); + void draw(const Sprite & sprite, const Transform & transform, const Camera & cam); /** * \brief Draws a particle to the screen using the specified parameters @@ -130,12 +127,11 @@ private: * \param sprite Referenceto the sprite to draw * \param pos particle position in world units * \param angle particle angle in degrees - * \param cam_pos camera position in world units * \param img_scale scalar multiplier to increase image size - * \param cam_scale camera scalar for world to screen + * \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, const vec2 & cam_scale); + const double & img_scale, const Camera & cam); //! Clears the screen, preparing for a new frame. void clear_screen(); @@ -147,7 +143,7 @@ private: * \brief sets the background of the camera (will be adjusted in future PR) * \param camera Reference to the Camera object. */ - void set_camera(const Camera & camera, vec2 & scale); + void set_camera(const Camera & camera); private: /** @@ -163,13 +159,12 @@ private: * * \param sprite Reference to the sprite to calculate rectangle * \param pos the pos in world units - * \param cam_pos the camera position in world units + * \param cam the camera of the current scene * \param img_scale the image multiplier for increasing img size - * \param scale the multiplier for world to screen * \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, - const double & img_scale, const vec2 & cam_scale) const; + const double & img_scale) const; private: //! sdl Window @@ -178,8 +173,6 @@ private: //! renderer for the crepe engine std::unique_ptr> game_renderer; - //! viewport for the camera window - vec2 window = Config::get_instance().win_set.def_size; }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 564fc79..beed9ce 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,7 +2,6 @@ #include #include #include -#include #include #include @@ -10,7 +9,6 @@ #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../api/Vector2.h" #include "../facade/SDLContext.h" #include "RenderSystem.h" @@ -30,7 +28,7 @@ void RenderSystem::update_camera() { for (Camera & cam : cameras) { if (!cam.active) continue; - this->context.set_camera(cam, this->scale); + this->context.set_camera(cam); this->curr_cam_ref = &cam; } } @@ -73,13 +71,13 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) for (const Particle & p : em.data.particles) { if (!p.active) continue; this->context.draw_particle(sprite, p.position, p.angle, scale, - *this->curr_cam_ref, this->scale); + *this->curr_cam_ref); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm, *this->curr_cam_ref, this->scale); + this->context.draw(sprite, tm, *this->curr_cam_ref); } void RenderSystem::render() { diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 97222f3..08930b0 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -77,10 +77,8 @@ private: private: //! Pointer to the current active camera for rendering - Camera * curr_cam_ref = nullptr; // TODO: needs a better solution - - vec2 scale; + Camera * curr_cam_ref = nullptr; SDLContext & context = SDLContext::get_instance(); }; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index eec2769..680c0ac 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -32,13 +32,13 @@ int main(int argc, char * argv[]) { Color color(255, 255, 255, 255); Sprite & test_sprite = game_object.add_component( - make_shared("asset/spritesheet/spritesheet_test.png"), color, + make_shared("asset/texture/test_ap43.png"), color, FlipSettings{true, true}); test_sprite.order_in_layer = 5; - test_sprite.width = 1000; - test_sprite.height = 500; + test_sprite.width = 259; + test_sprite.height = 195; - game_object.add_component(test_sprite, 4, 1, 0).active = true; + //game_object.add_component(test_sprite, 4, 1, 0).active = true; /* auto & test = game_object.add_component(ParticleEmitter::Data{ -- cgit v1.2.3 From 72e605528ebe8347e1457358fe9025c215afe163 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 27 Nov 2024 11:08:50 +0100 Subject: implemented feedback, removed width so that user only can set height. --- src/crepe/api/Animator.cpp | 2 +- src/crepe/api/Sprite.cpp | 1 - src/crepe/api/Sprite.h | 2 -- src/crepe/facade/SDLContext.cpp | 13 ++----------- src/example/rendering_particle.cpp | 2 +- 5 files changed, 4 insertions(+), 16 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 0043896..b6540cf 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -22,6 +22,6 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a this->active = false; // need to do this for to get the aspect ratio for a single clipping in the spritesheet - this->spritesheet.aspect_ratio = (double) animator_rect.w / (double) animator_rect.h; + this->spritesheet.aspect_ratio = static_cast(animator_rect.w) / animator_rect.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 27f219c..58e0884 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -2,7 +2,6 @@ #include #include "../util/Log.h" -#include "facade/SDLContext.h" #include "Component.h" #include "Sprite.h" diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 89f9121..7d5f4c3 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -63,8 +63,6 @@ public: //! Order within the sorting layer uint8_t order_in_layer = 0; - //! width in world units - int width = 0; //! height in world units int height = 0; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 6e22316..abb3cb7 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -112,17 +112,8 @@ 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 { - int width, height; - - if (sprite.width > sprite.height) { - width = sprite.width; - height = sprite.width / sprite.aspect_ratio; - } else { - height = sprite.height; - width = sprite.height * sprite.aspect_ratio; - } - - cout << width << " " << height << " " << " " << sprite.aspect_ratio << endl; + int width = sprite.height * sprite.aspect_ratio; + int height = sprite.height; width *= img_scale * cam.zoom; height *= img_scale * cam.zoom; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 680c0ac..afa064d 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -35,10 +35,10 @@ int main(int argc, char * argv[]) { make_shared("asset/texture/test_ap43.png"), color, FlipSettings{true, true}); test_sprite.order_in_layer = 5; - test_sprite.width = 259; test_sprite.height = 195; //game_object.add_component(test_sprite, 4, 1, 0).active = true; + game_object.add_component(test_sprite, 1, 1, 0).active = true; /* auto & test = game_object.add_component(ParticleEmitter::Data{ -- cgit v1.2.3 From 7f66cd4a9b609f6bf36d005f5e38ef2a57d1c0d3 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 27 Nov 2024 11:15:02 +0100 Subject: removed shared_ptr from sprite --- src/crepe/api/Sprite.cpp | 9 ++++----- src/crepe/api/Sprite.h | 4 ++-- src/crepe/facade/SDLContext.cpp | 4 ++-- src/example/rendering_particle.cpp | 4 ++-- 4 files changed, 10 insertions(+), 11 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 58e0884..2c2ca65 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -1,5 +1,4 @@ #include -#include #include "../util/Log.h" @@ -10,17 +9,17 @@ using namespace std; using namespace crepe; -Sprite::Sprite(game_object_id_t id, const shared_ptr image, const Color & color, +Sprite::Sprite(game_object_id_t id, const Texture & image, const Color & color, const FlipSettings & flip) : Component(id), color(color), flip(flip), sprite_image(image), - aspect_ratio(static_cast(sprite_image->get_width()) / sprite_image->get_height()) { + aspect_ratio(static_cast(sprite_image.get_width()) / sprite_image.get_height()) { dbg_trace(); - this->sprite_rect.w = sprite_image->get_width(); - this->sprite_rect.h = sprite_image->get_height(); + this->sprite_rect.w = sprite_image.get_width(); + this->sprite_rect.h = sprite_image.get_height(); } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 7d5f4c3..82dc4a7 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -44,7 +44,7 @@ public: * \param color Color tint applied to the sprite. * \param flip Flip settings for horizontal and vertical orientation. */ - Sprite(game_object_id_t id, const std::shared_ptr image, const Color & color, + Sprite(game_object_id_t id, const Texture & image, const Color & color, const FlipSettings & flip); /** @@ -53,7 +53,7 @@ public: ~Sprite(); //! Texture used for the sprite - const std::shared_ptr sprite_image; + const Texture & sprite_image; //! Color tint of the sprite Color color; //! Flip settings for the sprite diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index abb3cb7..72542e8 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -136,7 +136,7 @@ void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const do SDL_Rect srcrect = this->get_src_rect(sprite); SDL_Rect dstrect = this->get_dst_rect(sprite, pos, cam , img_scale); - SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect, + SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image.texture.get(), &srcrect, &dstrect, angle, NULL, render_flip); } @@ -150,7 +150,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const 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, + SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image.texture.get(), &srcrect, &dstrect, transform.rotation, NULL, render_flip); } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index afa064d..3589cad 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -31,8 +31,8 @@ int main(int argc, char * argv[]) { Color color(255, 255, 255, 255); - Sprite & test_sprite = game_object.add_component( - make_shared("asset/texture/test_ap43.png"), color, + auto img = Texture("asset/texture/test_ap43.png"); + Sprite & test_sprite = game_object.add_component(img, color, FlipSettings{true, true}); test_sprite.order_in_layer = 5; test_sprite.height = 195; -- cgit v1.2.3 From 2b35e8f51a3536b62ea21dc82deec1e3b65568f6 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 27 Nov 2024 11:56:48 +0100 Subject: make format and offset for the cameara relative from the transform gameobject --- src/crepe/api/Camera.h | 12 +++++++----- src/crepe/facade/SDLContext.cpp | 11 +++++------ src/crepe/facade/SDLContext.h | 3 +-- src/crepe/system/RenderSystem.cpp | 3 +++ src/example/rendering_particle.cpp | 4 ++-- 5 files changed, 18 insertions(+), 15 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 151e5d9..1505107 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -28,17 +28,19 @@ public: //! Background color of the camera view. Color bg_color; - //! pos The position of the camera in world units - vec2 pos = {0,0}; + //! offset postion from the game object transform component + vec2 offset = {0, 0}; + + //! 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 ) - ivec2 screen = {1080,720}; + ivec2 screen = {1080, 720}; //! viewport is the area of the world visible through the camera (in world units) - //vec2 viewport = {1000, 2000}; ivec2 viewport = {500, 1000}; - //! scale scaling factor from world units to pixel coordinates //! Zoom level of the camera view. double zoom = 1.0f; diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 72542e8..4887d35 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -40,7 +40,7 @@ SDLContext::SDLContext() { auto & cfg = Config::get_instance().win_set; SDL_Window * tmp_window = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - cfg.def_size.x,cfg.def_size.y, 0); + cfg.def_size.x, cfg.def_size.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -134,7 +134,7 @@ void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const do | (SDL_FLIP_VERTICAL * 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 dstrect = this->get_dst_rect(sprite, pos, cam, img_scale); SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image.texture.get(), &srcrect, &dstrect, angle, NULL, render_flip); @@ -147,8 +147,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const | (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_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); @@ -157,9 +156,9 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const void SDLContext::set_camera(const Camera & cam) { // resize window - int w,h; + int w, h; SDL_GetWindowSize(this->game_window.get(), &w, &h); - if ( w != cam.screen.x || h != cam.screen.y) { + if (w != cam.screen.x || h != cam.screen.y) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 2e40b6f..35d667d 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,9 +9,9 @@ #include #include +#include "../api/Camera.h" #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../api/Camera.h" #include "types.h" @@ -172,7 +172,6 @@ private: //! renderer for the crepe engine std::unique_ptr> game_renderer; - }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index beed9ce..9a8c1ba 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -28,8 +28,11 @@ void RenderSystem::update_camera() { for (Camera & cam : cameras) { if (!cam.active) continue; + const Transform & transform + = mgr.get_components_by_id(cam.game_object_id).front().get(); this->context.set_camera(cam); this->curr_cam_ref = &cam; + this->curr_cam_ref->pos = transform.position + this->curr_cam_ref->offset; } } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 3589cad..ec71260 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -32,8 +32,8 @@ int main(int argc, char * argv[]) { Color color(255, 255, 255, 255); auto img = Texture("asset/texture/test_ap43.png"); - Sprite & test_sprite = game_object.add_component(img, color, - FlipSettings{true, true}); + Sprite & test_sprite + = game_object.add_component(img, color, FlipSettings{true, true}); test_sprite.order_in_layer = 5; test_sprite.height = 195; -- cgit v1.2.3 From ddb5bde6e5dd4d89faf419630086ece66690d6b5 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 27 Nov 2024 19:57:16 +0100 Subject: implemented feedback. biggest changes are teh camera_ref removed --- src/crepe/api/Animator.h | 5 ----- src/crepe/api/Camera.cpp | 8 ++++++-- src/crepe/api/Camera.h | 12 ++++++------ src/crepe/api/Config.h | 4 +--- src/crepe/api/Sprite.cpp | 8 ++++++-- src/crepe/api/Sprite.h | 18 +++++++++++------- src/crepe/api/Vector2.h | 1 + src/crepe/facade/SDLContext.cpp | 3 +-- src/crepe/system/RenderSystem.cpp | 28 ++++++++++++++++------------ src/crepe/system/RenderSystem.h | 13 ++++--------- src/example/rendering_particle.cpp | 8 +++----- 11 files changed, 55 insertions(+), 53 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 53f4b91..7a5ef03 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -40,11 +40,6 @@ public: Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate); ~Animator(); // dbg_trace - Animator(const Animator &) = delete; - Animator(Animator &&) = delete; - Animator & operator=(const Animator &) = delete; - Animator & operator=(Animator &&) = delete; - private: //! A reference to the Sprite sheet containing the animation frames. Sprite & spritesheet; diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 5835bdd..4397ac7 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -6,9 +6,13 @@ using namespace crepe; -Camera::Camera(game_object_id_t id, const Color & bg_color) +Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, + const ivec2 & viewport, const double & zoom) : Component(id), - bg_color(bg_color) { + bg_color(bg_color), + screen(screen), + viewport(viewport), + zoom(zoom) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 1505107..2ba37fc 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -21,12 +21,12 @@ public: * \param id Unique identifier for the camera component. * \param bg_color Background color for the camera view. */ - Camera(game_object_id_t id, const Color & bg_color); + Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, const ivec2 & viewport, const double & zoom); ~Camera(); // dbg_trace only public: //! Background color of the camera view. - Color bg_color; + const Color bg_color; //! offset postion from the game object transform component vec2 offset = {0, 0}; @@ -36,19 +36,19 @@ public: vec2 pos = {0, 0}; //! screen the display size in pixels ( output resolution ) - ivec2 screen = {1080, 720}; + const ivec2 screen = {1080, 720}; //! viewport is the area of the world visible through the camera (in world units) - ivec2 viewport = {500, 1000}; + const ivec2 viewport = {500, 1000}; //! Zoom level of the camera view. - double zoom = 1.0f; + const double zoom = 1.0f; public: /** * \brief Gets the maximum number of camera instances allowed. * \return Maximum instance count as an integer. */ - virtual int get_instances_max() const { return 10; } + virtual int get_instances_max() const { return 1; } }; } // namespace crepe diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 2723461..9b43cdf 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -66,9 +66,7 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - ivec2 def_size = {1080, 720}; - vec2 pos = {0, 0}; - float zoom = 1.0f; + const ivec2 def_size = {1080, 720}; } win_set; //! Asset loading options diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 2c2ca65..21c8377 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -10,16 +10,20 @@ using namespace std; using namespace crepe; Sprite::Sprite(game_object_id_t id, const Texture & image, const Color & color, - const FlipSettings & flip) + const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height) : Component(id), color(color), flip(flip), sprite_image(image), - aspect_ratio(static_cast(sprite_image.get_width()) / sprite_image.get_height()) { + sorting_in_layer(sort_layer), + order_in_layer(order_layer), + height(height) { + dbg_trace(); this->sprite_rect.w = sprite_image.get_width(); this->sprite_rect.h = sprite_image.get_height(); + this->aspect_ratio = static_cast(this->sprite_rect.w) / this->sprite_rect.h; } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 82dc4a7..1c40501 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -1,12 +1,10 @@ #pragma once -#include -#include - #include "../Component.h" #include "Color.h" #include "Texture.h" +#include namespace crepe { @@ -43,9 +41,12 @@ public: * \param image Shared pointer to the texture for this sprite. * \param color Color tint applied to the sprite. * \param flip Flip settings for horizontal and vertical orientation. + * \param order_layer decides the sorting in layer of the sprite. + * \param sort_layer decides the order in layer of the sprite. + * \param height the height of the image in game units */ Sprite(game_object_id_t id, const Texture & image, const Color & color, - const FlipSettings & flip); + const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height); /** * \brief Destroys the Sprite instance. @@ -54,17 +55,20 @@ public: //! Texture used for the sprite const Texture & sprite_image; + //! Color tint of the sprite Color color; + //! Flip settings for the sprite FlipSettings flip; + //! Layer sorting level of the sprite - uint8_t sorting_in_layer = 0; + const uint8_t sorting_in_layer; //! Order within the sorting layer - uint8_t order_in_layer = 0; + const uint8_t order_in_layer; //! height in world units - int height = 0; + const int height; /** * \aspect_ratio ratio of the img so that scaling will not become weird diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 0688fac..2b31d90 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -37,6 +37,7 @@ struct Vector2 { //! Divides a scalar value to both components of this vector and updates this vector. Vector2 operator/(const T & other) const; + //! Divides a scalar value to both components of this vector and updates this vector. Vector2 operator/(T other) const; //! Adds another vector to this vector and updates this vector. diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 4887d35..6c6af55 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -8,7 +8,6 @@ #include #include #include -#include #include #include @@ -16,10 +15,10 @@ #include "../api/Sprite.h" #include "../api/Texture.h" #include "../api/Transform.h" +#include "../api/Config.h" #include "../util/Log.h" #include "SDLContext.h" -#include "api/Config.h" #include "types.h" using namespace crepe; diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 9a8c1ba..a1443cd 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -10,6 +10,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" +#include "api/Camera.h" #include "RenderSystem.h" @@ -19,7 +20,8 @@ using namespace std; void RenderSystem::clear_screen() { this->context.clear_screen(); } void RenderSystem::present_screen() { this->context.present_screen(); } -void RenderSystem::update_camera() { + +const Camera & RenderSystem::update_camera() { ComponentManager & mgr = this->component_manager; RefVector cameras = mgr.get_components_by_type(); @@ -31,9 +33,10 @@ void RenderSystem::update_camera() { const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); this->context.set_camera(cam); - this->curr_cam_ref = &cam; - this->curr_cam_ref->pos = transform.position + this->curr_cam_ref->offset; + cam.pos = transform.position + cam.offset; + return cam; } + throw std::runtime_error("No active cameras in current scene"); } bool sorting_comparison(const Sprite & a, const Sprite & b) { @@ -52,12 +55,12 @@ RefVector RenderSystem::sort(RefVector & objs) const { void RenderSystem::update() { this->clear_screen(); - this->update_camera(); this->render(); this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { +bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, + const double & scale) { ComponentManager & mgr = this->component_manager; @@ -73,19 +76,20 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) for (const Particle & p : em.data.particles) { if (!p.active) continue; - this->context.draw_particle(sprite, p.position, p.angle, scale, - *this->curr_cam_ref); + this->context.draw_particle(sprite, p.position, p.angle, scale, cam); } } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm, *this->curr_cam_ref); +void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, + const Transform & tm) { + this->context.draw(sprite, tm, cam); } void RenderSystem::render() { - ComponentManager & mgr = this->component_manager; + const Camera & cam = this->update_camera(); + RefVector sprites = mgr.get_components_by_type(); RefVector sorted_sprites = this->sort(sprites); @@ -94,10 +98,10 @@ void RenderSystem::render() { const Transform & transform = mgr.get_components_by_id(sprite.game_object_id).front().get(); - bool rendered_particles = this->render_particle(sprite, transform.scale); + bool rendered_particles = this->render_particle(sprite, cam, transform.scale); if (rendered_particles) continue; - this->render_normal(sprite, transform); + this->render_normal(sprite, cam, transform); } } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 08930b0..264dc4c 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -36,7 +36,7 @@ private: void present_screen(); //! Updates the active camera used for rendering. - void update_camera(); + const Camera & update_camera(); //! Renders the whole screen void render(); @@ -48,7 +48,7 @@ private: * \param tm the Transform component for scale * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const double & scale); + bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale); /** * \brief renders a sprite with a Transform component on the screen @@ -56,7 +56,7 @@ private: * \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); + void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm); /** * \brief sort a vector sprite objects with @@ -70,17 +70,12 @@ private: * \todo Include color handling for 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. - * \todo Sort all layers by order before rendering. * \todo Consider adding text input functionality. */ private: - //! Pointer to the current active camera for rendering - // TODO: needs a better solution - Camera * curr_cam_ref = nullptr; - SDLContext & context = SDLContext::get_instance(); + }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index ec71260..6e426cf 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -33,9 +33,7 @@ int main(int argc, char * argv[]) { auto img = Texture("asset/texture/test_ap43.png"); Sprite & test_sprite - = game_object.add_component(img, color, FlipSettings{true, true}); - test_sprite.order_in_layer = 5; - test_sprite.height = 195; + = game_object.add_component(img, color, FlipSettings{true, true}, 1, 1, 500); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; @@ -62,8 +60,8 @@ int main(int argc, char * argv[]) { }); */ - auto & cam = game_object.add_component(Color::WHITE); - cam.pos = {0, 0}; + auto & cam = game_object.add_component(Color::WHITE, ivec2{1080, 720}, + ivec2{2000, 2000}, 1.0f); /* game_object -- cgit v1.2.3 From 7508f7b26e73df24e2fcb4296b31d26470fddf76 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 28 Nov 2024 10:20:23 +0100 Subject: adjusted more it should now be finsished --- src/crepe/api/Sprite.h | 24 ++++++++++++------------ src/crepe/facade/SDLContext.h | 12 ++++++++++++ src/crepe/system/RenderSystem.cpp | 3 +-- src/crepe/types.h | 15 +-------------- src/example/rendering_particle.cpp | 3 +-- src/test/ParticleTest.cpp | 2 +- src/test/RenderSystemTest.cpp | 10 +++++----- 7 files changed, 33 insertions(+), 36 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index 9d75ab6..2d73879 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -8,18 +8,6 @@ namespace crepe { -struct Rect { - int w = 0; - int h = 0; - int x = 0; - int y = 0; -}; - -struct FlipSettings { - bool flip_x = false; - bool flip_y = false; -}; - class SDLContext; class Animator; class AnimatorSystem; @@ -32,6 +20,12 @@ class AnimatorSystem; */ class Sprite : public Component { +public: + struct FlipSettings { + bool flip_x = false; + bool flip_y = false; + }; + public: // TODO: Loek comment in github #27 will be looked another time // about shared_ptr Texture @@ -88,6 +82,12 @@ private: //! Reads the all the variables plus the sprite_rect friend class AnimatorSystem; + struct Rect { + int w = 0; + int h = 0; + int x = 0; + int y = 0; + }; //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator // object is present in GameObject. this is in sprite pixels Rect sprite_rect; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 7907a0f..25f2818 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -16,6 +16,16 @@ namespace crepe { +struct RenderCtx{ + const Sprite & sprite; + const Camera & cam; + const vec2 & cam_pos; + const vec2 & pos; + const double & angle; + const double & scale; + +}; + // TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this // typedef is unusable when crepe is packaged. Wouter will fix this later. typedef SDL_Keycode CREPE_KEYCODES; @@ -29,6 +39,8 @@ typedef SDL_Keycode CREPE_KEYCODES; */ class SDLContext { + + public: /** * \brief Gets the singleton instance of SDLContext. diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index bfee658..0bef69b 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -9,9 +9,8 @@ #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" +#include "../api/Camera.h" #include "../facade/SDLContext.h" -#include "api/Camera.h" -#include "types.h" #include "RenderSystem.h" diff --git a/src/crepe/types.h b/src/crepe/types.h index aa03f53..69cc526 100644 --- a/src/crepe/types.h +++ b/src/crepe/types.h @@ -27,17 +27,4 @@ typedef Vector2 vec2; //! Default Vector2 type typedef Vector2 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 +}; // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 6e426cf..68dadd7 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -17,7 +17,6 @@ #include #include -#include using namespace crepe; using namespace std; @@ -33,7 +32,7 @@ int main(int argc, char * argv[]) { auto img = Texture("asset/texture/test_ap43.png"); Sprite & test_sprite - = game_object.add_component(img, color, FlipSettings{true, true}, 1, 1, 500); + = game_object.add_component(img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index ea3652a..1ac058f 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -31,7 +31,7 @@ public: auto s1 = Texture("asset/texture/img.png"); Sprite & test_sprite = game_object.add_component( s1, color, - FlipSettings{true, true}, 1,1,100); + Sprite::FlipSettings{true, true}, 1,1,100); game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index 2c4f21c..138aa36 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -35,24 +35,24 @@ public: auto s3 = Texture("asset/texture/img.png"); auto s4 = Texture("asset/texture/img.png"); auto & sprite1 = entity1.add_component(s1, Color(0, 0, 0, 0), - FlipSettings{false, false}, 5, 5, 100); + Sprite::FlipSettings{false, false}, 5, 5, 100); ASSERT_NE(sprite1.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite1.order_in_layer, 5); EXPECT_EQ(sprite1.sorting_in_layer, 5); auto & sprite2 = entity2.add_component(s2, Color(0, 0, 0, 0), - FlipSettings{false, false}, 2, 1, 100); + Sprite::FlipSettings{false, false}, 2, 1, 100); ASSERT_NE(sprite2.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite2.sorting_in_layer, 2); EXPECT_EQ(sprite2.order_in_layer, 1); auto & sprite3 = entity3.add_component(s3, Color(0, 0, 0, 0), - FlipSettings{false, false}, 1, 2, 100); + Sprite::FlipSettings{false, false}, 1, 2, 100); ASSERT_NE(sprite3.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite3.sorting_in_layer, 1); EXPECT_EQ(sprite3.order_in_layer, 2); auto & sprite4 = entity4.add_component(s4, Color(0, 0, 0, 0), - FlipSettings{false, false}, 1, 1, 100); + Sprite::FlipSettings{false, false}, 1, 1, 100); ASSERT_NE(sprite4.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite4.sorting_in_layer, 1); EXPECT_EQ(sprite4.order_in_layer, 1); @@ -66,7 +66,7 @@ TEST_F(RenderSystemTest, expected_throws) { EXPECT_ANY_THROW({ auto test = Texture(""); entity1.add_component(test, Color(0, 0, 0, 0), - FlipSettings{false, false},1,1,100); + Sprite::FlipSettings{false, false},1,1,100); }); // No camera -- cgit v1.2.3 From ca81cf4cdb99cfe42359526ff3840f58f4cf214a Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 28 Nov 2024 10:21:22 +0100 Subject: make format --- src/crepe/api/Animator.cpp | 3 ++- src/crepe/api/Texture.cpp | 16 +++++++--------- src/crepe/api/Texture.h | 10 +++++----- src/crepe/facade/SDLContext.h | 9 +++------ src/crepe/system/RenderSystem.cpp | 2 +- src/crepe/system/RenderSystem.h | 2 -- src/example/rendering_particle.cpp | 4 ++-- src/test/ParticleTest.cpp | 3 +-- src/test/RenderSystemTest.cpp | 20 ++++++++++---------- 9 files changed, 31 insertions(+), 38 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 31b9632..2b21c6c 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -21,6 +21,7 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a this->active = false; // need to do this for to get the aspect ratio for a single clipping in the spritesheet - this->spritesheet.aspect_ratio = static_cast(this->spritesheet.sprite_rect.w) / this->spritesheet.sprite_rect.h; + this->spritesheet.aspect_ratio = static_cast(this->spritesheet.sprite_rect.w) + / this->spritesheet.sprite_rect.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 576bdc3..e43bdaa 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -17,15 +17,13 @@ Texture::~Texture() { this->texture.reset(); } -Texture::Texture(Texture&& other) noexcept - : texture(std::move(other.texture)){ -} - -Texture& Texture::operator=(Texture&& other) noexcept { - if (this != &other) { - texture = std::move(other.texture); - } - return *this; +Texture::Texture(Texture && other) noexcept : texture(std::move(other.texture)) {} + +Texture & Texture::operator=(Texture && other) noexcept { + if (this != &other) { + texture = std::move(other.texture); + } + return *this; } void Texture::load(const Asset & res) { diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h index dc4a6d7..7206a66 100644 --- a/src/crepe/api/Texture.h +++ b/src/crepe/api/Texture.h @@ -35,11 +35,11 @@ public: */ ~Texture(); // FIXME: this constructor shouldn't be necessary because this class doesn't manage memory - - Texture(Texture&& other) noexcept; - Texture& operator=(Texture&& other) noexcept; - Texture(const Texture&) = delete; - Texture& operator=(const Texture&) = delete; + + Texture(Texture && other) noexcept; + Texture & operator=(Texture && other) noexcept; + Texture(const Texture &) = delete; + Texture & operator=(const Texture &) = delete; /** * \brief Gets the width of the texture. diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 25f2818..5f141be 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -16,14 +16,13 @@ namespace crepe { -struct RenderCtx{ +struct RenderCtx { const Sprite & sprite; const Camera & cam; const vec2 & cam_pos; const vec2 & pos; const double & angle; const double & scale; - }; // TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this @@ -39,8 +38,6 @@ typedef SDL_Keycode CREPE_KEYCODES; */ class SDLContext { - - public: /** * \brief Gets the singleton instance of SDLContext. @@ -161,8 +158,8 @@ 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, const vec2 & cam_pos, - const double & img_scale) const; + SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, + const vec2 & cam_pos, const double & img_scale) const; private: //! sdl Window diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 0bef69b..8895f02 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -6,10 +6,10 @@ #include #include "../ComponentManager.h" +#include "../api/Camera.h" #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../api/Camera.h" #include "../facade/SDLContext.h" #include "RenderSystem.h" diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 7279b5c..e70831e 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -13,7 +13,6 @@ class Camera; class Sprite; class Transform; - /** * \class RenderSystem * \brief Manages rendering operations for all game objects. @@ -80,7 +79,6 @@ private: //! camera postion in the current scene vec2 cam_pos; - }; } // namespace crepe diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 68dadd7..8fdbb58 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -31,8 +31,8 @@ int main(int argc, char * argv[]) { Color color(255, 255, 255, 255); auto img = Texture("asset/texture/test_ap43.png"); - Sprite & test_sprite - = game_object.add_component(img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); + Sprite & test_sprite = game_object.add_component( + img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); //game_object.add_component(test_sprite, 4, 1, 0).active = true; game_object.add_component(test_sprite, 1, 1, 0).active = true; diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index 1ac058f..976f9a1 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -30,8 +30,7 @@ public: Color color(0, 0, 0, 0); auto s1 = Texture("asset/texture/img.png"); Sprite & test_sprite = game_object.add_component( - s1, color, - Sprite::FlipSettings{true, true}, 1,1,100); + s1, color, Sprite::FlipSettings{true, true}, 1, 1, 100); game_object.add_component(ParticleEmitter::Data{ .position = {0, 0}, diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index 138aa36..e0bd953 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -7,12 +7,12 @@ #define private public #define protected public +#include "crepe/api/Camera.h" #include #include #include #include #include -#include "crepe/api/Camera.h" #include @@ -34,25 +34,25 @@ public: auto s2 = Texture("asset/texture/img.png"); auto s3 = Texture("asset/texture/img.png"); auto s4 = Texture("asset/texture/img.png"); - auto & sprite1 = entity1.add_component(s1, Color(0, 0, 0, 0), - Sprite::FlipSettings{false, false}, 5, 5, 100); + auto & sprite1 = entity1.add_component( + s1, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 5, 5, 100); ASSERT_NE(sprite1.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite1.order_in_layer, 5); EXPECT_EQ(sprite1.sorting_in_layer, 5); - auto & sprite2 = entity2.add_component(s2, Color(0, 0, 0, 0), - Sprite::FlipSettings{false, false}, 2, 1, 100); + auto & sprite2 = entity2.add_component( + s2, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 2, 1, 100); ASSERT_NE(sprite2.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite2.sorting_in_layer, 2); EXPECT_EQ(sprite2.order_in_layer, 1); - auto & sprite3 = entity3.add_component(s3, Color(0, 0, 0, 0), - Sprite::FlipSettings{false, false}, 1, 2, 100); + auto & sprite3 = entity3.add_component( + s3, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 2, 100); ASSERT_NE(sprite3.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite3.sorting_in_layer, 1); EXPECT_EQ(sprite3.order_in_layer, 2); - auto & sprite4 = entity4.add_component(s4, Color(0, 0, 0, 0), - Sprite::FlipSettings{false, false}, 1, 1, 100); + auto & sprite4 = entity4.add_component( + s4, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 1, 100); ASSERT_NE(sprite4.sprite_image.texture.get(), nullptr); EXPECT_EQ(sprite4.sorting_in_layer, 1); EXPECT_EQ(sprite4.order_in_layer, 1); @@ -66,7 +66,7 @@ TEST_F(RenderSystemTest, expected_throws) { EXPECT_ANY_THROW({ auto test = Texture(""); entity1.add_component(test, Color(0, 0, 0, 0), - Sprite::FlipSettings{false, false},1,1,100); + Sprite::FlipSettings{false, false}, 1, 1, 100); }); // No camera -- cgit v1.2.3 From 9d9c4fc4565f0ef0fc81c8baeef804389f07afc2 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 28 Nov 2024 12:53:15 +0100 Subject: implemented loek feedback --- src/crepe/api/Animator.cpp | 12 ++++++------ src/crepe/api/Camera.cpp | 4 ++-- src/crepe/api/Camera.h | 4 ++-- src/crepe/api/Color.cpp | 2 +- src/crepe/api/Config.h | 7 +++++-- src/crepe/api/Sprite.cpp | 8 ++++---- src/crepe/api/Sprite.h | 14 +++++++------- src/crepe/facade/SDLContext.cpp | 32 ++++++++++++++++---------------- src/crepe/facade/SDLContext.h | 19 ++++++++++--------- src/crepe/system/AnimatorSystem.cpp | 4 ++-- src/crepe/system/RenderSystem.cpp | 11 ++++------- src/example/rendering_particle.cpp | 2 +- src/test/RenderSystemTest.cpp | 6 +++--- 13 files changed, 63 insertions(+), 62 deletions(-) (limited to 'src/example/rendering_particle.cpp') diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 2b21c6c..0fdab0e 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -14,14 +14,14 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a col(col) { dbg_trace(); - this->spritesheet.sprite_rect.h /= col; - this->spritesheet.sprite_rect.w /= row; - this->spritesheet.sprite_rect.x = 0; - this->spritesheet.sprite_rect.y = col_animator * this->spritesheet.sprite_rect.h; + this->spritesheet.mask.h /= col; + this->spritesheet.mask.w /= row; + this->spritesheet.mask.x = 0; + this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h; this->active = false; // need to do this for to get the aspect ratio for a single clipping in the spritesheet - this->spritesheet.aspect_ratio = static_cast(this->spritesheet.sprite_rect.w) - / this->spritesheet.sprite_rect.h; + this->spritesheet.aspect_ratio = static_cast(this->spritesheet.mask.w) + / this->spritesheet.mask.h; } Animator::~Animator() { dbg_trace(); } diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 0831f45..39d8ab0 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -8,12 +8,12 @@ using namespace crepe; Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const ivec2 & viewport, const double & zoom, const vec2 & offset) + const vec2 & viewport_size, const double & zoom, const vec2 & offset) : Component(id), bg_color(bg_color), offset(offset), screen(screen), - viewport(viewport), + viewport_size(viewport_size), zoom(zoom) { dbg_trace(); } diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 3682222..2d8fa48 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -22,7 +22,7 @@ public: * \param bg_color Background color for the camera view. */ Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen, - const ivec2 & viewport, const double & zoom, const vec2 & offset = {0, 0}); + const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0}); ~Camera(); // dbg_trace only public: @@ -36,7 +36,7 @@ public: const ivec2 screen; //! viewport is the area of the world visible through the camera (in world units) - const ivec2 viewport; + const vec2 viewport_size; //! Zoom level of the camera view. const double zoom; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index dc7c15f..29bd77a 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,7 +2,7 @@ using namespace crepe; -const Color Color::WHITE{0xff, 0xff, 0xff, 0xff}; +const Color Color::WHITE{0xff, 0xff, 0xff}; const Color Color::RED{0xff, 0x00, 0x00}; const Color Color::GREEN{0x00, 0xff, 0x00}; const Color Color::BLUE{0x00, 0x00, 0xff}; diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index d73e488..225e9b9 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -2,6 +2,7 @@ #include "../util/Log.h" #include "types.h" +#include namespace crepe { @@ -66,8 +67,10 @@ public: //! default window settings struct { //TODO make this constexpr because this will never change - ivec2 def_size = {1080, 720}; - } win_set; + ivec2 default_size = {1080, 720}; + std::string window_title = "Jetpack joyride clone"; + + } window_settings; //! Asset loading options struct { diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 65c6cc3..8647794 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -11,7 +11,7 @@ using namespace std; using namespace crepe; Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height) + const FlipSettings & flip, int sort_layer, int order_layer, int height) : Component(id), color(color), flip(flip), @@ -22,9 +22,9 @@ Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color, dbg_trace(); - this->sprite_rect.w = sprite_image.get_width(); - this->sprite_rect.h = sprite_image.get_height(); - this->aspect_ratio = static_cast(this->sprite_rect.w) / this->sprite_rect.h; + this->mask.w = sprite_image.get_width(); + this->mask.h = sprite_image.get_height(); + this->aspect_ratio = static_cast(this->mask.w) / this->mask.h; } Sprite::~Sprite() { dbg_trace(); } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index e40ce24..a0e90a0 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -41,7 +41,7 @@ public: * \param height the height of the image in game units */ Sprite(game_object_id_t id, Texture & image, const Color & color, - const FlipSettings & flip, uint8_t sort_layer, uint8_t order_layer, int height); + const FlipSettings & flip, int sort_layer, int order_layer, int height); /** * \brief Destroys the Sprite instance. @@ -58,9 +58,9 @@ public: FlipSettings flip; //! Layer sorting level of the sprite - const uint8_t sorting_in_layer; + const int sorting_in_layer; //! Order within the sorting layer - const uint8_t order_in_layer; + const int order_in_layer; //! height in world units const int height; @@ -74,13 +74,13 @@ public: double aspect_ratio; private: - //! Reads the sprite_rect of sprite + //! Reads the mask of sprite friend class SDLContext; - //! Reads the all the variables plus the sprite_rect + //! Reads the all the variables plus the mask friend class Animator; - //! Reads the all the variables plus the sprite_rect + //! Reads the all the variables plus the mask friend class AnimatorSystem; struct Rect { @@ -91,7 +91,7 @@ private: }; //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator // object is present in GameObject. this is in sprite pixels - Rect sprite_rect; + Rect mask; }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 7317a77..9f60285 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -15,7 +15,6 @@ #include "../api/Config.h" #include "../api/Sprite.h" #include "../api/Texture.h" -#include "../api/Transform.h" #include "../util/Log.h" #include "SDLContext.h" @@ -36,10 +35,10 @@ SDLContext::SDLContext() { throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError())); } - auto & cfg = Config::get_instance().win_set; + auto & cfg = Config::get_instance().window_settings; SDL_Window * tmp_window - = SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - cfg.def_size.x, cfg.def_size.y, 0); + = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -102,10 +101,10 @@ void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()) 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, + .x = sprite.mask.x, + .y = sprite.mask.y, + .w = sprite.mask.w, + .h = sprite.mask.h, }; } SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, @@ -118,14 +117,14 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const height *= img_scale * cam.zoom; return SDL_Rect{ - .x = static_cast((pos.x - cam_pos.x + (cam.viewport.x / 2) - width / 2)), - .y = static_cast((pos.y - cam_pos.y + (cam.viewport.y / 2) - height / 2)), + .x = static_cast((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), + .y = static_cast((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), .w = width, .h = height, }; } -void SDLContext::draw(const RenderCtx & ctx) { +void SDLContext::draw(const RenderContext & ctx) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) @@ -149,12 +148,12 @@ void SDLContext::set_camera(const Camera & cam) { } double screen_aspect = cam.screen.x / cam.screen.y; - double viewport_aspect = cam.viewport.x / cam.viewport.y; + double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; SDL_Rect view; // calculate black bars if (screen_aspect > viewport_aspect) { - // lettorboxing + // letterboxing view.h = cam.screen.y / cam.zoom; view.w = cam.screen.y * viewport_aspect; view.x = (cam.screen.x - view.w) / 2; @@ -169,7 +168,8 @@ void SDLContext::set_camera(const Camera & cam) { // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); - SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y); + SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast(cam.viewport_size.x), + static_cast(cam.viewport_size.y)); // set bg color SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, @@ -178,8 +178,8 @@ void SDLContext::set_camera(const Camera & cam) { SDL_Rect bg = { .x = 0, .y = 0, - .w = cam.viewport.x, - .h = cam.viewport.y, + .w = static_cast(cam.viewport_size.x), + .h = static_cast(cam.viewport_size.y), }; // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 5f141be..8b38111 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -16,14 +16,6 @@ namespace crepe { -struct RenderCtx { - const Sprite & sprite; - const Camera & cam; - const vec2 & cam_pos; - const vec2 & pos; - const double & angle; - const double & scale; -}; // TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this // typedef is unusable when crepe is packaged. Wouter will fix this later. @@ -37,6 +29,15 @@ typedef SDL_Keycode CREPE_KEYCODES; * event handling, and rendering to the screen. It is never used directly by the user */ class SDLContext { +public: + struct RenderContext { + const Sprite & sprite; + const Camera & cam; + const vec2 & cam_pos; + const vec2 & pos; + const double & angle; + const double & scale; + }; public: /** @@ -125,7 +126,7 @@ private: * \brief Draws a sprite to the screen using the specified transform and camera. * \param RenderCtx Reference to rendering data to draw */ - void draw(const RenderCtx & ctx); + void draw(const RenderContext & ctx); //! Clears the screen, preparing for a new frame. void clear_screen(); diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index e5b277f..4c40940 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -18,7 +18,7 @@ void AnimatorSystem::update() { if (!a.active) continue; // (10 frames per second) a.curr_row = (tick / 100) % a.row; - a.spritesheet.sprite_rect.x = (a.curr_row * a.spritesheet.sprite_rect.w) + a.curr_col; - a.spritesheet.sprite_rect = a.spritesheet.sprite_rect; + a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col; + a.spritesheet.mask = a.spritesheet.mask; } } diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 8895f02..c196bb1 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -77,31 +77,28 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, for (const Particle & p : em.data.particles) { if (!p.active) continue; - RenderCtx ctx{ + this->context.draw(SDLContext::RenderContext{ .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) { - - RenderCtx ctx{ + this->context.draw(SDLContext::RenderContext{ .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/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 8fdbb58..3a12144 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -60,7 +60,7 @@ int main(int argc, char * argv[]) { */ auto & cam = game_object.add_component(Color::WHITE, ivec2{1080, 720}, - ivec2{2000, 2000}, 1.0f); + vec2{2000, 2000}, 1.0f); /* game_object diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index e0bd953..bb5b81a 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -113,7 +113,7 @@ TEST_F(RenderSystemTest, sorting_sprites) { } TEST_F(RenderSystemTest, Update) { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); { vector> sprites = this->mgr.get_components_by_type(); ASSERT_EQ(sprites.size(), 4); @@ -141,7 +141,7 @@ TEST_F(RenderSystemTest, Camera) { EXPECT_NE(cameras.size(), 1); } { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); auto cameras = this->mgr.get_components_by_type(); EXPECT_EQ(cameras.size(), 1); } @@ -149,7 +149,7 @@ TEST_F(RenderSystemTest, Camera) { //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { - entity1.add_component(Color::WHITE, ivec2{1080, 720}, ivec2{2000, 2000}, 1.0f); + entity1.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); auto & sprite = this->mgr.get_components_by_id(entity1.id).front().get(); ASSERT_NE(sprite.sprite_image.texture.get(), nullptr); -- cgit v1.2.3