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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 09:39:31 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 09:39:31 -0500
commit7e3b59b09399bf8da243fb4122caa2c9c10d2624 (patch)
tree34a586249f6cd8ee7acb357642dc87117794348f /src/renderer.cpp
parent379f1f8bd8da856a142deb5781c8e9ab15393452 (diff)
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Implemented circle transition effect (for exit area)
Diffstat (limited to 'src/renderer.cpp')
-rw-r--r--src/renderer.cpp54
1 files changed, 54 insertions, 0 deletions
diff --git a/src/renderer.cpp b/src/renderer.cpp index 3007378..5ab623a 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -353,6 +353,60 @@ void Renderer::render(Game& game) {
353 SDL_RenderFillRect(ren_.get(), nullptr); 353 SDL_RenderFillRect(ren_.get(), nullptr);
354 } 354 }
355 355
356 if (effects.isCircleTransitionActive()) {
357 if (effects.getCircleTransitionProgress() == 1.0) {
358 SDL_SetRenderTarget(ren_.get(), cameraTex.get());
359 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
360 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255);
361 SDL_RenderClear(ren_.get());
362 } else {
363 texture_ptr circleEffectTex(
364 SDL_CreateTexture(
365 ren_.get(),
366 SDL_PIXELFORMAT_RGBA8888,
367 SDL_TEXTUREACCESS_TARGET,
368 CANVAS_WIDTH,
369 CANVAS_HEIGHT));
370
371 if (!circleEffectTex) {
372 throw sdl_error();
373 }
374
375 SDL_SetRenderTarget(ren_.get(), circleEffectTex.get());
376 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE);
377 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 255);
378 SDL_RenderClear(ren_.get());
379
380 int circleDiameter = 290 * (1.0 - effects.getCircleTransitionProgress());
381 SDL_Rect circleSize {
382 CANVAS_WIDTH / 2 - circleDiameter / 2,
383 CANVAS_HEIGHT / 2 - circleDiameter / 2,
384 circleDiameter,
385 circleDiameter
386 };
387
388 SDL_Rect copyFromCamera = circleSize;
389 if (circleDiameter > CANVAS_WIDTH) {
390 copyFromCamera.x = 0;
391 copyFromCamera.w = CANVAS_WIDTH;
392 }
393 if (circleDiameter > CANVAS_HEIGHT) {
394 copyFromCamera.y = 0;
395 copyFromCamera.h = CANVAS_HEIGHT;
396 }
397
398 SDL_RenderCopy(ren_.get(), cameraTex.get(), &copyFromCamera, &copyFromCamera);
399
400 int pinholeTexId = loadImageFromFile("../res/pinhole.png");
401 SDL_SetTextureBlendMode(textures_[pinholeTexId].get(), SDL_BLENDMODE_MOD);
402 SDL_RenderCopy(ren_.get(), textures_[pinholeTexId].get(), nullptr, &circleSize);
403
404 SDL_SetRenderTarget(ren_.get(), cameraTex.get());
405 SDL_SetTextureBlendMode(circleEffectTex.get(), SDL_BLENDMODE_NONE);
406 SDL_RenderCopy(ren_.get(), circleEffectTex.get(), nullptr, nullptr);
407 }
408 }
409
356 if (game.getSystem<InputSystem>().isDebugConsoleOpen()) { 410 if (game.getSystem<InputSystem>().isDebugConsoleOpen()) {
357 // Not sure why I'm supposed to copy the cached texture to the screen 411 // Not sure why I'm supposed to copy the cached texture to the screen
358 // BEFORE rendering it, but we get flickering if we don't, so. 412 // BEFORE rendering it, but we get flickering if we don't, so.