Finished renderer.txt.

This commit is contained in:
Relintai 2021-04-07 19:45:34 +02:00
parent b7d38578a9
commit 4d1e74b62c

View File

@ -1,6 +1,65 @@
Írjunk egy renderer oszályt.
Írjunk egy rajzoló (Renderer) oszályt.
Ez az osztály fogja kezelni az ablakot (SDL_Window), és a renderert (SDL_Renderer) is.
Találhatók ebben az osztályban Sprite, és Texture típusú paraméterek is.
Ezeket, még nem hoztuk létre, viszont ezeknek majd szüksége lessz a működésükhöz
az ebben az osztályban található SDL_Renderer-re.
Szóval ezeket a függvényeket csak az után rakjátok bele,
miután az adott osztályokat már beimplementáltátok.
------
Ez egy ún. singleton osztály lesz.
Azaz a programunkban csak egy darabot szabad létrehozni, viszont ezt utána bármikor
elérhetjük a statikus get_singleton() függvényen keresztül.
c++-ban ez pl így működik:
Renderer::get_singleton()->present();
Fontos tudni, hogy itt nekünk kell majd egy Renderer-t létrehoznunk a programunk elején.
Van olyan singleton implementáció, ami automatikusan létrejön az első elérésekor,
de mivel ez az osztály pl az ablakot is kezeli, ezért itt ezt nem így fogjuk csinálni.
Megj: Sok esetben érdemes a singleton-jainkat a program elején explicit
létrehozatnunk, majd a végén töröltetnünk. (new, delete)
Elég sok problémától kímélhetjük meg magunkat vele.
(Pl.: a legtöbb játékmotoroknál ez bevett szokás.)
(Nyilván ebbe az is benne van, hogy egy egy singleton allokáció kisebb megakadásokat
is eredményezhet, ha annak az osztálynak sokáig tart az inícializációja.)
------
A teljesség kedvéért, c++ példa egy automatikusan létrejövő singletonra:
Fontos tudni, hogy ez az implementáció thread safe az újabb c++-ban.
(A fordító rak bele mutexeket! https://www.youtube.com/watch?v=c1gO9aB9nbs&t=1120s)
Renderer &Renderer::get_singleton() {
static Renderer r;
return r;
}
------
Megj.:
a static Renderer *_singleton tagot így kell megcsinálni:
a .h-ban:
class Renderer {
//...
static Renderer *_singleton;
}
a .cpp-ben:
Renderer *Renderer::_singleton = nullptr;
Azaz definiálni kell, különben fordítási hibát fogtok kapni.
(Itt tudunk neki kezdeti paramétert is adni.)
|---------------------------------------------------------------------------------------|
@ -11,7 +70,7 @@
| + void set_draw_color(const Color &color) |
| + void clear() |
| |
| + SDL_BlendMode get_blend_mode() const |
| + SDL_BlendMode get_blend_mode |
| + void set_blend_mode(const SDL_BlendMode mode) |
| |
| + void draw_point(const int x, const int y) |
@ -35,28 +94,28 @@
| + void draw_sprite(const Sprite &sprite) |
| + void draw_sprite(const Sprite *sprite) |
| |
| + int get_dpi() const |
| + int get_window_size_w() const |
| + int get_window_size_h() const |
| + int get_size_w() const |
| + int get_size_h() const |
| + int get_dpi |
| + int get_window_size_w |
| + int get_window_size_h |
| + int get_size_w |
| + int get_size_h |
| + void set_size(const int w, const int h) const |
| + void get_size(int *w, int *h) const |
| |
| + float get_scale_w() const |
| + float get_scale_h() const |
| + float get_scale_w |
| + float get_scale_h |
| + void set_scale(const float w, const float h) const |
| + void get_scale(float *w, float *h) const |
| |
| + bool get_integer_scaling() const |
| + bool get_integer_scaling |
| + void set_integer_scaling(const bool enable) |
| |
| + Rect2 get_viewport() const |
| + Rect2 get_viewport |
| + void set_viewport(const Rect2 &rect) const |
| |
| + Rect2 get_clip_rect() const |
| + Rect2 get_clip_rect |
| + void set_clip_rect(Rect2 *rect) const |
| + bool clip_rect_enabled() const |
| + bool clip_rect_enabled |
| |
| + bool render_target_supported() |
| |
@ -92,66 +151,82 @@
|---------------------------------------------------------------------------------------|
------------------------------------------------------------------------------------------
#include "renderer.h"
#include <cstdio>
#include "math.h"
void Renderer::present() {
present:
SDL_RenderPresent(_renderer)
}
void Renderer::set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) {
Ez fogja a végén megjeleníteni a képet.
------------------------------------------------------------------------------------------
set_draw_color:
SDL_SetRenderDrawColor(_renderer, r, g, b, a)
}
void Renderer::set_draw_color(const Color &color) {
------------------------------------------------------------------------------------------
set_draw_color:
SDL_SetRenderDrawColor(_renderer, color.r, color.g, color.b, color.a)
}
void Renderer::clear() {
------------------------------------------------------------------------------------------
clear:
SDL_RenderClear(_renderer)
}
SDL_BlendMode Renderer::get_blend_mode() const {
------------------------------------------------------------------------------------------
get_blend_mode:
SDL_BlendMode mode
SDL_GetRenderDrawBlendMode(_renderer, &mode)
return mode
}
void Renderer::set_blend_mode(const SDL_BlendMode mode) {
A blend mode mondja meg, hogy az sdl hogy kezelje az átlátszó képeket.
------------------------------------------------------------------------------------------
set_blend_mode:
SDL_SetRenderDrawBlendMode(_renderer, mode)
}
void Renderer::draw_point(const int x, const int y) {
------------------------------------------------------------------------------------------
draw_point:
SDL_RenderDrawPoint(_renderer, x, y)
}
void Renderer::draw_point(const float x, const float y) {
------------------------------------------------------------------------------------------
draw_point:
SDL_RenderDrawPointF(_renderer, x, y)
}
void Renderer::draw_line(const int x1, const int x2, const int y1, const int y2) {
------------------------------------------------------------------------------------------
draw_line:
SDL_RenderDrawLine(_renderer, x1, x2, y1, y2)
}
void Renderer::draw_line(const float x1, const float x2, const float y1, const float y2) {
SDL_RenderDrawLineF(_renderer, x1, x2, y1, y2)
}
void Renderer::draw_rect(const Rect2 &rect) {
------------------------------------------------------------------------------------------
draw_line:
SDL_RenderDrawLineF(_renderer, x1, x2, y1, y2)
------------------------------------------------------------------------------------------
draw_rect:
SDL_Rect r = rect.as_rect()
SDL_RenderDrawRect(_renderer, &r)
}
void Renderer::draw_fill_rect(const Rect2 &rect) {
------------------------------------------------------------------------------------------
draw_fill_rect:
SDL_Rect r = rect.as_rect()
SDL_RenderFillRect(_renderer, &r)
}
void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
------------------------------------------------------------------------------------------
draw_texture(const Texture &texture, const Rect2 &dst_rect):
SDL_Rect sr
sr.x = 0
@ -162,14 +237,19 @@ void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
SDL_Rect dr = dst_rect.as_rect()
SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr)
}
void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect) {
------------------------------------------------------------------------------------------
draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect):
SDL_Rect sr = src_rect.as_rect()
SDL_Rect dr = dst_rect.as_rect()
SDL_RenderCopy(_renderer, texture.get_texture(), &sr, &dr)
}
void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect, const double angle, const float cx, const float cy, const SDL_RendererFlip flip) {
------------------------------------------------------------------------------------------
draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect,
const double angle, const float cx, const float cy, const SDL_RendererFlip flip):
SDL_Rect sr = src_rect.as_rect()
SDL_FRect dr = dst_rect.as_frect()
@ -179,25 +259,26 @@ void Renderer::draw_texture(const Texture &texture, const Rect2 &src_rect, const
p.y = cy
SDL_RenderCopyExF(_renderer, texture.get_texture(), &sr, &dr, angle, &p, flip)
}
void Renderer::draw_sprite(const Sprite &sprite) {
------------------------------------------------------------------------------------------
draw_sprite(const Sprite &sprite):
Texture *t = sprite.get_texture()
if (!t) {
if (!t):
return
}
t->set_color_mod(sprite.get_color_mod())
double angle = sprite.get_angle()
if (Math::is_zero_approx(angle)) {
if (Math::is_zero_approx(angle)):
SDL_Rect sr = sprite.get_texture_clip_rect().as_rect()
SDL_Rect dr = sprite.get_transform().as_rect()
SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr)
} else {
else:
SDL_Rect sr = sprite.get_texture_clip_rect().as_rect()
SDL_FRect dr = sprite.get_transform().as_frect()
@ -207,29 +288,28 @@ void Renderer::draw_sprite(const Sprite &sprite) {
p.y = sprite.get_anchor_y()
SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite.get_flip())
}
}
------------------------------------------------------------------------------------------
void Renderer::draw_sprite(const Sprite *sprite) {
if (!sprite)
draw_sprite(const Sprite *sprite):
if (!sprite):
return
Texture *t = sprite->get_texture()
if (!t) {
if (!t):
return
}
t->set_color_mod(sprite->get_color_mod())
double angle = sprite->get_angle()
if (Math::is_zero_approx(angle)) {
if (Math::is_zero_approx(angle)):
SDL_Rect sr = sprite->get_texture_clip_rect().as_rect()
SDL_Rect dr = sprite->get_transform().as_rect()
SDL_RenderCopy(_renderer, t->get_texture(), &sr, &dr)
} else {
else:
SDL_Rect sr = sprite->get_texture_clip_rect().as_rect()
SDL_FRect dr = sprite->get_transform().as_frect()
@ -239,186 +319,229 @@ void Renderer::draw_sprite(const Sprite *sprite) {
p.y = sprite->get_anchor_y()
SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite->get_flip())
}
}
------------------------------------------------------------------------------------------
int Renderer::get_dpi() const {
get_dpi:
float ddpi
float hdpi
float vdpi
if (SDL_GetDisplayDPI(_window_display_index, &ddpi, &hdpi, &vdpi)) {
if (SDL_GetDisplayDPI(_window_display_index, &ddpi, &hdpi, &vdpi)):
return ddpi
}
//fallback
return 1
}
int Renderer::get_window_size_w() const {
dpi = dot per inch. Nagy pixelsőrőségű kijelzőknél lehet haszna.
------------------------------------------------------------------------------------------
get_window_size_w:
int w
int h
SDL_GetWindowSize(_window, &w, &h)
return w
}
int Renderer::get_window_size_h() const {
------------------------------------------------------------------------------------------
get_window_size_h:
int w
int h
SDL_GetWindowSize(_window, &w, &h)
return h
}
int Renderer::get_size_w() const {
------------------------------------------------------------------------------------------
get_size_w:
int w
int h
SDL_RenderGetLogicalSize(_renderer, &w, &h)
return w
}
int Renderer::get_size_h() const {
------------------------------------------------------------------------------------------
get_size_h:
int w
int h
SDL_RenderGetLogicalSize(_renderer, &w, &h)
return h
}
void Renderer::get_size(int *w, int *h) const {
------------------------------------------------------------------------------------------
get_size:
SDL_RenderGetLogicalSize(_renderer, w, h)
}
void Renderer::set_size(const int w, const int h) const {
------------------------------------------------------------------------------------------
set_size:
SDL_RenderSetLogicalSize(_renderer, w, h)
}
float Renderer::get_scale_w() const {
------------------------------------------------------------------------------------------
get_scale_w:
float w
float h
SDL_RenderGetScale(_renderer, &w, &h)
return w
}
float Renderer::get_scale_h() const {
------------------------------------------------------------------------------------------
get_scale_h:
float w
float h
SDL_RenderGetScale(_renderer, &w, &h)
return h
}
void Renderer::set_scale(const float w, const float h) const {
------------------------------------------------------------------------------------------
set_scale:
SDL_RenderSetScale(_renderer, w, h)
}
void Renderer::get_scale(float *w, float *h) const {
------------------------------------------------------------------------------------------
get_scale:
SDL_RenderGetScale(_renderer, w, h)
}
bool Renderer::get_integer_scaling() const {
------------------------------------------------------------------------------------------
get_integer_scaling:
return SDL_RenderGetIntegerScale(_renderer)
}
void Renderer::set_integer_scaling(const bool enable) {
if (enable)
SDL_RenderSetIntegerScale(_renderer, SDL_TRUE)
else
SDL_RenderSetIntegerScale(_renderer, SDL_FALSE)
}
Rect2 Renderer::get_viewport() const {
------------------------------------------------------------------------------------------
set_integer_scaling:
if (enable):
SDL_RenderSetIntegerScale(_renderer, SDL_TRUE)
else:
SDL_RenderSetIntegerScale(_renderer, SDL_FALSE)
------------------------------------------------------------------------------------------
get_viewport:
SDL_Rect r
SDL_RenderGetViewport(_renderer, &r)
return Rect2(r.x, r.y, r.w, r.h)
}
void Renderer::set_viewport(const Rect2 &rect) const {
------------------------------------------------------------------------------------------
set_viewport:
SDL_Rect r = rect.as_rect()
SDL_RenderSetViewport(_renderer, &r)
}
Rect2 Renderer::get_clip_rect() const {
------------------------------------------------------------------------------------------
get_clip_rect:
SDL_Rect r
SDL_RenderGetClipRect(_renderer, &r)
return Rect2(r.x, r.y, r.w, r.h)
}
void Renderer::set_clip_rect(Rect2 *rect) const {
if (rect) {
A beállított clip rect-en belüli pixelek fognak az ablakban megjelenni. Alapból
0, 0, get_screen_width(), get_screen_heigth().
A kamera ezt fogja állítgatni.
------------------------------------------------------------------------------------------
set_clip_rect:
if (rect):
SDL_Rect r = rect->as_rect()
SDL_RenderSetClipRect(_renderer, &r)
} else {
else:
SDL_RenderSetClipRect(_renderer, nullptr)
}
}
bool Renderer::clip_rect_enabled() const {
------------------------------------------------------------------------------------------
clip_rect_enabled:
return SDL_RenderIsClipEnabled(_renderer)
}
bool Renderer::render_target_supported() {
------------------------------------------------------------------------------------------
render_target_supported:
return SDL_RenderTargetSupported(_renderer)
}
SDL_Texture *Renderer::get_render_target() {
------------------------------------------------------------------------------------------
get_render_target:
return SDL_GetRenderTarget(_renderer)
}
void Renderer::set_render_target(Texture *texture) {
if (texture) {
SDL_SetRenderTarget(_renderer, texture->get_texture())
} else {
SDL_SetRenderTarget(_renderer, nullptr)
}
}
void Renderer::initialize() {
if (SDL_Init(_flags) != 0) {
------------------------------------------------------------------------------------------
set_render_target:
if (texture):
SDL_SetRenderTarget(_renderer, texture->get_texture())
else:
SDL_SetRenderTarget(_renderer, nullptr)
Így lehet textúrára rajzolni.
------------------------------------------------------------------------------------------
initialize:
if (SDL_Init(_flags) != 0):
printf("SDL_Init() hiba!\n")
return
}
if (SDL_CreateWindowAndRenderer(_initial_window_width, _initial_window_height, _window_flags, &_window, &_renderer) != 0) {
if (SDL_CreateWindowAndRenderer(_initial_window_width, _initial_window_height, _window_flags, &_window, &_renderer) != 0):
printf("SDL_CreateWindowAndRenderer() hiba!\n")
return
}
_window_display_index = SDL_GetWindowDisplayIndex(_window)
}
void Renderer::destroy() {
if (_window)
------------------------------------------------------------------------------------------
destroy:
if (_window):
SDL_DestroyWindow(_window)
if (_renderer)
if (_renderer):
SDL_DestroyRenderer(_renderer)
_window = nullptr
_renderer = nullptr
}
SDL_Window *Renderer::get_window() {
------------------------------------------------------------------------------------------
get_window:
return _window
}
SDL_Renderer *Renderer::get_renderer() {
------------------------------------------------------------------------------------------
get_renderer:
return _renderer
}
Renderer::Renderer() {
if (_singleton) {
printf("Renderer::Renderer(): _singleton is not null!\n")
}
------------------------------------------------------------------------------------------
Renderer():
if (_singleton):
printf("Renderer(): _singleton is not null!\n")
_initial_window_width = 640
_initial_window_height = 480
@ -429,12 +552,13 @@ Renderer::Renderer() {
_window_flags = SDL_WINDOW_SHOWN
initialize()
}
Renderer::Renderer(unsigned int flags, unsigned int window_flags, int initial_window_width, int initial_window_height) {
if (_singleton) {
printf("Renderer::Renderer(flags): _singleton is not null!\n")
}
------------------------------------------------------------------------------------------
Renderer(unsigned int flags, unsigned int window_flags, int initial_window_width, int initial_window_height):
if (_singleton):
printf("Renderer(flags): _singleton is not null!\n")
_initial_window_width = initial_window_width
_initial_window_height = initial_window_height
@ -445,20 +569,21 @@ Renderer::Renderer(unsigned int flags, unsigned int window_flags, int initial_wi
_window_flags = window_flags
initialize()
}
Renderer::~Renderer() {
if (_singleton != this) {
printf("Renderer::~Renderer(): _singleton is not this!\n")
}
------------------------------------------------------------------------------------------
~Renderer:
if (_singleton != this):
printf("~Renderer(): _singleton is not this!\n")
_singleton = nullptr
destroy()
}
Renderer *Renderer::get_singleton() {
------------------------------------------------------------------------------------------
get_singleton:
return _singleton
}
Renderer *Renderer::_singleton = nullptr
------------------------------------------------------------------------------------------