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ModuleRender.cpp
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ModuleRender.cpp
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#include "Globals.h"
#include "Application.h"
#include "ModuleWindow.h"
#include "ModuleRender.h"
#include <math.h>
ModuleRender::ModuleRender(Application* app, bool start_enabled) : Module(app, start_enabled)
{
renderer = NULL;
camera.x = camera.y = 0;
camera.w = SCREEN_WIDTH;
camera.h = SCREEN_HEIGHT;
}
// Destructor
ModuleRender::~ModuleRender()
{}
// Called before render is available
bool ModuleRender::Init()
{
LOG("Creating Renderer context");
bool ret = true;
Uint32 flags = 0;
if(VSYNC == true)
{
flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer = SDL_CreateRenderer(App->window->window, -1, flags);
if(renderer == NULL)
{
LOG("Renderer could not be created! SDL_Error: %s\n", SDL_GetError());
ret = false;
}
return ret;
}
// PreUpdate: clear buffer
update_status ModuleRender::PreUpdate()
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
return UPDATE_CONTINUE;
}
// Update: debug camera
update_status ModuleRender::Update()
{
/*
int speed = 3;
if(App->input->GetKey(SDL_SCANCODE_UP) == KEY_REPEAT)
App->renderer->camera.y += speed;
if(App->input->GetKey(SDL_SCANCODE_DOWN) == KEY_REPEAT)
App->renderer->camera.y -= speed;
if(App->input->GetKey(SDL_SCANCODE_LEFT) == KEY_REPEAT)
App->renderer->camera.x += speed;
if(App->input->GetKey(SDL_SCANCODE_RIGHT) == KEY_REPEAT)
App->renderer->camera.x -= speed;
*/
return UPDATE_CONTINUE;
}
// PostUpdate present buffer to screen
update_status ModuleRender::PostUpdate()
{
SDL_RenderPresent(renderer);
return UPDATE_CONTINUE;
}
// Called before quitting
bool ModuleRender::CleanUp()
{
LOG("Destroying renderer");
//Destroy window
if(renderer != NULL)
{
SDL_DestroyRenderer(renderer);
}
return true;
}
// Blit to screen
bool ModuleRender::Blit(SDL_Texture* texture, int x, int y, SDL_Rect* section, float speed, double angle, int pivot_x, int pivot_y )
{
bool ret = true;
SDL_Rect rect;
rect.x = (int) (camera.x * speed) + x * SCREEN_SIZE;
rect.y = (int) (camera.y * speed) + y * SCREEN_SIZE;
if(section != NULL)
{
rect.w = section->w;
rect.h = section->h;
}
else
{
SDL_QueryTexture(texture, NULL, NULL, &rect.w, &rect.h);
}
rect.w *= SCREEN_SIZE;
rect.h *= SCREEN_SIZE;
SDL_Point* p = NULL;
SDL_Point pivot;
if(pivot_x != INT_MAX && pivot_y != INT_MAX)
{
pivot.x = pivot_x;
pivot.y = pivot_y;
p = &pivot;
}
if(SDL_RenderCopyEx(renderer, texture, section, &rect, angle, p, SDL_FLIP_NONE) != 0)
{
LOG("Cannot blit to screen. SDL_RenderCopy error: %s", SDL_GetError());
ret = false;
}
return ret;
}
bool ModuleRender::DrawQuad(const SDL_Rect& rect, Uint8 r, Uint8 g, Uint8 b, Uint8 a, bool filled, bool use_camera)
{
bool ret = true;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDL_Rect rec(rect);
if(use_camera)
{
rec.x = (int)(camera.x + rect.x * SCREEN_SIZE);
rec.y = (int)(camera.y + rect.y * SCREEN_SIZE);
rec.w *= SCREEN_SIZE;
rec.h *= SCREEN_SIZE;
}
int result = (filled) ? SDL_RenderFillRect(renderer, &rec) : SDL_RenderDrawRect(renderer, &rec);
if(result != 0)
{
LOG("Cannot draw quad to screen. SDL_RenderFillRect error: %s", SDL_GetError());
ret = false;
}
return ret;
}
bool ModuleRender::DrawLine(int x1, int y1, int x2, int y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a, bool use_camera)
{
bool ret = true;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
int result = -1;
if(use_camera)
result = SDL_RenderDrawLine(renderer, camera.x + x1 * SCREEN_SIZE, camera.y + y1 * SCREEN_SIZE, camera.x + x2 * SCREEN_SIZE, camera.y + y2 * SCREEN_SIZE);
else
result = SDL_RenderDrawLine(renderer, x1 * SCREEN_SIZE, y1 * SCREEN_SIZE, x2 * SCREEN_SIZE, y2 * SCREEN_SIZE);
if(result != 0)
{
LOG("Cannot draw quad to screen. SDL_RenderFillRect error: %s", SDL_GetError());
ret = false;
}
return ret;
}
bool ModuleRender::DrawCircle(int x, int y, int radius, Uint8 r, Uint8 g, Uint8 b, Uint8 a, bool use_camera)
{
bool ret = true;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, r, g, b, a);
int result = -1;
SDL_Point points[360];
float factor = (float) M_PI / 180.0f;
for(uint i = 0; i < 360; ++i)
{
points[i].x = (int) (x + radius * cos( i * factor));
points[i].y = (int) (y + radius * sin( i * factor));
}
result = SDL_RenderDrawPoints(renderer, points, 360);
if(result != 0)
{
LOG("Cannot draw quad to screen. SDL_RenderFillRect error: %s", SDL_GetError());
ret = false;
}
return ret;
}