Added 2 renderer classes with some notes, thye are not it the build yet, they'll be changed.

This commit is contained in:
Relintai 2021-11-13 12:26:19 +01:00
parent dcc81bd41f
commit a02c8c63fd
4 changed files with 516 additions and 0 deletions

24
core/renderer/camera.cpp Normal file
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#include "camera.h"
#include "renderer.h"
void Camera::bind() {
Renderer::get_singleton()->set_integer_scaling(integer_scaling);
Renderer::get_singleton()->set_scale(scale_w, scale_h);
Renderer::get_singleton()->set_viewport(viewport);
Renderer::get_singleton()->set_clip_rect(&clip_rect);
}
Camera::Camera() {
integer_scaling = false;
scale_w = 1;
scale_h = 1;
viewport = Renderer::get_singleton()->get_viewport();
clip_rect = Renderer::get_singleton()->get_clip_rect();
}
Camera::~Camera() {
}

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core/renderer/camera.h Normal file
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#ifndef CAMERA_H
#define CAMERA_H
#include <SDL.h>
#include "core/rect2.h"
class Camera {
public:
void bind();
Camera();
virtual ~Camera();
bool integer_scaling;
float scale_w;
float scale_h;
Rect2 viewport;
Rect2 clip_rect;
};
#endif

369
core/renderer/renderer.cpp Normal file
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#include "renderer.h"
#include <cstdio>
#include "core/math.h"
void Renderer::present() {
SDL_RenderPresent(_renderer);
}
void Renderer::set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) {
SDL_SetRenderDrawColor(_renderer, r, g, b, a);
}
void Renderer::set_draw_color(const Color &color) {
SDL_SetRenderDrawColor(_renderer, color.r, color.g, color.b, color.a);
}
void Renderer::clear() {
SDL_RenderClear(_renderer);
}
SDL_BlendMode Renderer::get_blend_mode() const {
SDL_BlendMode mode;
SDL_GetRenderDrawBlendMode(_renderer, &mode);
return mode;
}
void Renderer::set_blend_mode(const SDL_BlendMode mode) {
SDL_SetRenderDrawBlendMode(_renderer, mode);
}
void Renderer::draw_point(const int x, const int y) {
SDL_RenderDrawPoint(_renderer, x, y);
}
void Renderer::draw_point(const float x, const float y) {
SDL_RenderDrawPointF(_renderer, x, y);
}
void Renderer::draw_line(const int x1, const int x2, const int y1, const int y2) {
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) {
SDL_Rect r = rect.as_rect();
SDL_RenderDrawRect(_renderer, &r);
}
void Renderer::draw_fill_rect(const Rect2 &rect) {
SDL_Rect r = rect.as_rect();
SDL_RenderFillRect(_renderer, &r);
}
void Renderer::draw_texture(const Texture &texture, const Rect2 &dst_rect) {
SDL_Rect sr;
sr.x = 0;
sr.y = 0;
sr.w = texture.get_width();
sr.h = texture.get_height();
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) {
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) {
SDL_Rect sr = src_rect.as_rect();
SDL_FRect dr = dst_rect.as_frect();
SDL_FPoint p;
p.x = cx;
p.y = cy;
SDL_RenderCopyExF(_renderer, texture.get_texture(), &sr, &dr, angle, &p, flip);
}
void Renderer::draw_sprite(const Sprite &sprite) {
Texture *t = sprite.get_texture();
if (!t) {
return;
}
t->set_color_mod(sprite.get_color_mod());
double angle = sprite.get_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 {
SDL_Rect sr = sprite.get_texture_clip_rect().as_rect();
SDL_FRect dr = sprite.get_transform().as_frect();
SDL_FPoint p;
p.x = sprite.get_anchor_x();
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)
return;
Texture *t = sprite->get_texture();
if (!t) {
return;
}
t->set_color_mod(sprite->get_color_mod());
double angle = sprite->get_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 {
SDL_Rect sr = sprite->get_texture_clip_rect().as_rect();
SDL_FRect dr = sprite->get_transform().as_frect();
SDL_FPoint p;
p.x = sprite->get_anchor_x();
p.y = sprite->get_anchor_y();
SDL_RenderCopyExF(_renderer, t->get_texture(), &sr, &dr, angle, &p, sprite->get_flip());
}
}
int Renderer::get_dpi() const {
float ddpi;
float hdpi;
float vdpi;
if (SDL_GetDisplayDPI(_window_display_index, &ddpi, &hdpi, &vdpi)) {
return ddpi;
}
//fallback
return 1;
}
int Renderer::get_window_size_w() const {
int w;
int h;
SDL_GetWindowSize(_window, &w, &h);
return w;
}
int Renderer::get_window_size_h() const {
int w;
int h;
SDL_GetWindowSize(_window, &w, &h);
return h;
}
int Renderer::get_size_w() const {
int w;
int h;
SDL_RenderGetLogicalSize(_renderer, &w, &h);
return w;
}
int Renderer::get_size_h() const {
int w;
int h;
SDL_RenderGetLogicalSize(_renderer, &w, &h);
return h;
}
void Renderer::get_size(int *w, int *h) const {
SDL_RenderGetLogicalSize(_renderer, w, h);
}
void Renderer::set_size(const int w, const int h) const {
SDL_RenderSetLogicalSize(_renderer, w, h);
}
float Renderer::get_scale_w() const {
float w;
float h;
SDL_RenderGetScale(_renderer, &w, &h);
return w;
}
float Renderer::get_scale_h() const {
float w;
float h;
SDL_RenderGetScale(_renderer, &w, &h);
return h;
}
void Renderer::set_scale(const float w, const float h) const {
SDL_RenderSetScale(_renderer, w, h);
}
void Renderer::get_scale(float *w, float *h) const {
SDL_RenderGetScale(_renderer, w, h);
}
bool Renderer::get_integer_scaling() const {
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 {
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 {
SDL_Rect r = rect.as_rect();
SDL_RenderSetViewport(_renderer, &r);
}
Rect2 Renderer::get_clip_rect() const {
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) {
SDL_Rect r = rect->as_rect();
SDL_RenderSetClipRect(_renderer, &r);
} else {
SDL_RenderSetClipRect(_renderer, nullptr);
}
}
bool Renderer::clip_rect_enabled() const {
return SDL_RenderIsClipEnabled(_renderer);
}
bool Renderer::render_target_supported() {
return SDL_RenderTargetSupported(_renderer);
}
SDL_Texture *Renderer::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) {
printf("SDL_Init() hiba!\n");
return;
}
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)
SDL_DestroyWindow(_window);
if (_renderer)
SDL_DestroyRenderer(_renderer);
_window = nullptr;
_renderer = nullptr;
}
SDL_Window *Renderer::get_window() {
return _window;
}
SDL_Renderer *Renderer::get_renderer() {
return _renderer;
}
Renderer::Renderer() {
if (_singleton) {
printf("Renderer::Renderer(): _singleton is not null!\n");
}
_initial_window_width = 640;
_initial_window_height = 480;
_singleton = this;
_flags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
_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");
}
_initial_window_width = initial_window_width;
_initial_window_height = initial_window_height;
_singleton = this;
_flags = flags;
_window_flags = window_flags;
initialize();
}
Renderer::~Renderer() {
if (_singleton != this) {
printf("Renderer::~Renderer(): _singleton is not this!\n");
}
_singleton = nullptr;
destroy();
}
Renderer *Renderer::get_singleton() {
return _singleton;
}
Renderer *Renderer::_singleton = nullptr;

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core/renderer/renderer.h Normal file
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#ifndef RENDERER_H
#define RENDERER_H
#include "core/color.h"
#include "core/rect2.h"
#include "sprite.h"
#include "texture.h"
#include <SDL.h>
//should not be a singleton
//should be a fully abstract class (even if not technically abstract)
//remove windows management and add it to a new window class (implemented into platforms)
//should work more like Libgdx's spritebatches -> it could veen have html renderer backends -> same ui could work both ways
//Events could work like godot's -> Ref<Event> and subclasses -> could even parse http post request into events like this
//httppostevent?
//state could be stored in a different class with http, (and maybe the session)
class Renderer {
public:
void present();
void set_draw_color(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a);
void set_draw_color(const Color &color);
void clear();
SDL_BlendMode get_blend_mode() const;
void set_blend_mode(const SDL_BlendMode mode);
void draw_point(const int x, const int y);
void draw_point(const float x, const float y);
void draw_line(const int x1, const int x2, const int y1, const int y2);
void draw_line(const float x1, const float x2, const float y1, const float y2);
void draw_rect(const Rect2 &rect);
void draw_fill_rect(const Rect2 &rect);
void draw_texture(const Texture &texture, const Rect2 &dst_rect);
void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect);
void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect, const double angle, const float cx = 0, const float cy = 0, const SDL_RendererFlip flip = SDL_FLIP_NONE);
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;
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;
void set_scale(const float w, const float h) const;
void get_scale(float *w, float *h) const;
bool get_integer_scaling() const;
void set_integer_scaling(const bool enable);
Rect2 get_viewport() const;
void set_viewport(const Rect2 &rect) const;
Rect2 get_clip_rect() const;
void set_clip_rect(Rect2 *rect) const;
bool clip_rect_enabled() const;
bool render_target_supported();
SDL_Texture *get_render_target();
void set_render_target(Texture *texture);
void initialize();
void destroy();
SDL_Window *get_window();
SDL_Renderer *get_renderer();
Renderer();
Renderer(unsigned int flags, unsigned int window_flags, int window_width = 640, int window_height = 480);
virtual ~Renderer();
static Renderer *get_singleton();
private:
int _initial_window_width;
int _initial_window_height;
unsigned int _flags;
unsigned int _window_flags;
SDL_Window *_window;
SDL_Renderer *_renderer;
int _window_display_index;
static Renderer *_singleton;
};
#endif