#include "renderer.h" #include "game.h" Renderer::Renderer() { win_ = window_ptr( SDL_CreateWindow( "Ether", 100, 100, GAME_WIDTH, GAME_HEIGHT, SDL_WINDOW_SHOWN)); if (!win_) { throw sdl_error(); } ren_ = renderer_ptr( SDL_CreateRenderer( win_.get(), -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC)); if (!ren_) { throw sdl_error(); } texture_ptr origFade; { surface_ptr pfs(IMG_Load("../res/lighting.png")); if (!pfs) { throw img_error(); } origFade = texture_ptr(SDL_CreateTextureFromSurface(ren_.get(), pfs.get())); } SDL_SetTextureBlendMode(origFade.get(), SDL_BLENDMODE_BLEND); playerFade_ = texture_ptr( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA4444, SDL_TEXTUREACCESS_TARGET, 144, 144)); if (!playerFade_) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), playerFade_.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); SDL_RenderClear(ren_.get()); SDL_RenderCopy(ren_.get(), origFade.get(), nullptr, nullptr); lampFade_ = texture_ptr( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA4444, SDL_TEXTUREACCESS_TARGET, 144, 144)); if (!lampFade_) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), lampFade_.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); SDL_RenderClear(ren_.get()); SDL_RenderCopy(ren_.get(), origFade.get(), nullptr, nullptr); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_MOD); SDL_SetRenderDrawColor(ren_.get(), 255, 204, 58, 255); SDL_RenderFillRect(ren_.get(), nullptr); dustFade_ = texture_ptr( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA4444, SDL_TEXTUREACCESS_TARGET, 144, 144)); if (!dustFade_) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), dustFade_.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); SDL_RenderClear(ren_.get()); SDL_RenderCopy(ren_.get(), origFade.get(), nullptr, nullptr); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_MOD); SDL_SetRenderDrawColor(ren_.get(), 255, 150, 255, 255); SDL_RenderFillRect(ren_.get(), nullptr); } void Renderer::render( const Game& game, bool drawDark) { texture_ptr canvas( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TILE_WIDTH * game.map.getWidth(), TILE_HEIGHT * game.map.getHeight())); if (!canvas) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), canvas.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren_.get(), rand() % 255, rand() % 255, rand() % 255, 255); SDL_RenderClear(ren_.get()); for (int y = game.map.getTop(); y < game.map.getBottom(); y++) { for (int x = game.map.getLeft(); x < game.map.getRight(); x++) { bool draw = true; if ((game.player_x == x && game.player_y == y) && game.renderPlayer) { SDL_SetRenderDrawColor(ren_.get(), 255, 255, 0, 255); } else if (!game.map.at(x,y).lit) { if (drawDark) { SDL_SetRenderDrawColor(ren_.get(), 40, 40, 40, 255); } else { draw = false; } } else { int alpha = 255; switch (game.map.at(x,y).tile) { case Tile::Floor: { SDL_SetRenderDrawColor(ren_.get(), 210, 210, 210, alpha); break; } case Tile::Wall: { SDL_SetRenderDrawColor(ren_.get(), 100, 100, 100, alpha); break; } case Tile::Dust: { SDL_SetRenderDrawColor(ren_.get(), 128, 40, 255, alpha); break; } case Tile::Lamp: { SDL_SetRenderDrawColor(ren_.get(), 0, 255, 255, alpha); break; } } } if (draw) { SDL_Rect rect { game.map.getTrueX(x) * TILE_WIDTH, game.map.getTrueY(y) * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT}; SDL_RenderFillRect(ren_.get(), &rect); } } } texture_ptr mask( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TILE_WIDTH * game.map.getWidth(), TILE_HEIGHT * game.map.getHeight())); if (!mask) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), mask.get()); SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); SDL_RenderClear(ren_.get()); for (int y = game.map.getTop(); y < game.map.getBottom(); y++) { for (int x = game.map.getLeft(); x < game.map.getRight(); x++) { if (game.map.at(x,y).lightType != Source::None) { texture_ptr sourceMask( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TILE_WIDTH * game.map.getWidth(), TILE_HEIGHT * game.map.getHeight())); if (!sourceMask) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), sourceMask.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); SDL_RenderClear(ren_.get()); int fadeX = game.map.getTrueX(x) - game.map.at(x,y).lightRadius; int fadeY = game.map.getTrueY(y) - game.map.at(x,y).lightRadius; int fadeRight = game.map.getTrueX(x) + game.map.at(x,y).lightRadius; int fadeBottom = game.map.getTrueY(y) + game.map.at(x,y).lightRadius; SDL_Rect fadeRect { fadeX * TILE_WIDTH, fadeY * TILE_HEIGHT, (game.map.at(x,y).lightRadius * 2 + 1) * TILE_WIDTH, (game.map.at(x,y).lightRadius * 2 + 1) * TILE_HEIGHT}; if (game.map.at(x,y).lightType == Source::Lamp) { SDL_SetTextureBlendMode(lampFade_.get(), SDL_BLENDMODE_NONE); SDL_RenderCopy(ren_.get(), lampFade_.get(), nullptr, &fadeRect); } else if (game.map.at(x,y).lightType == Source::Player) { SDL_SetTextureBlendMode(playerFade_.get(), SDL_BLENDMODE_NONE); SDL_RenderCopy(ren_.get(), playerFade_.get(), nullptr, &fadeRect); } else if (game.map.at(x,y).lightType == Source::Dust) { SDL_SetTextureBlendMode(dustFade_.get(), SDL_BLENDMODE_NONE); SDL_RenderCopy(ren_.get(), dustFade_.get(), nullptr, &fadeRect); } SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); for (int sy = fadeY; sy < fadeBottom; sy++) { for (int sx = fadeX; sx < fadeRight; sx++) { if (!game.map.at(x,y).litTiles.count({sx, sy})) { SDL_Rect rect { game.map.getTrueX(sx) * TILE_WIDTH, game.map.getTrueY(sy) * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT}; SDL_RenderFillRect(ren_.get(), &rect); } } } SDL_SetRenderTarget(ren_.get(), mask.get()); SDL_SetTextureBlendMode(sourceMask.get(), SDL_BLENDMODE_ADD); SDL_RenderCopy(ren_.get(), sourceMask.get(), nullptr, nullptr); } } } SDL_SetRenderTarget(ren_.get(), canvas.get()); SDL_SetTextureBlendMode(mask.get(), SDL_BLENDMODE_MOD); SDL_RenderCopy(ren_.get(), mask.get(), nullptr, nullptr); SDL_SetRenderTarget(ren_.get(), nullptr); if (!game.zooming) { SDL_RenderCopy(ren_.get(), canvas.get(), nullptr, nullptr); } else { // TODO: zooming back in to the player SDL_Rect zoomRect { ((game.maxZoom - game.curZoom) * TILE_WIDTH + game.zoomProgress) * ZOOM_X_FACTOR / 2, ((game.maxZoom - game.curZoom) * TILE_HEIGHT + game.zoomProgress) * ZOOM_Y_FACTOR / 2, (game.curZoom * TILE_WIDTH - game.zoomProgress) * ZOOM_X_FACTOR, (game.curZoom * TILE_HEIGHT - game.zoomProgress) * ZOOM_Y_FACTOR }; SDL_RenderCopy(ren_.get(), canvas.get(), &zoomRect, nullptr); } SDL_RenderPresent(ren_.get()); }