#include "renderer.h" #include "consts.h" #include "game.h" #include "map.h" #include "transform_system.h" #include "camera_system.h" Renderer::Renderer() { win_ = window_ptr( SDL_CreateWindow( "Tanetane", 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 Renderer::renderMapLayer(const Map& map, int layer) { vec2i mapBounds = map.getMapSize() * map.getTileSize(); texture_ptr canvas( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, mapBounds.w(), mapBounds.h())); SDL_SetTextureBlendMode(canvas.get(), SDL_BLENDMODE_BLEND); SDL_SetRenderTarget(ren_.get(), canvas.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_BLEND); SDL_SetRenderDrawColor(ren_.get(), 255, 255, 255, 0); SDL_RenderClear(ren_.get()); const std::vector& tiles = map.getLayers().at(layer); for (int y = 0; y < map.getMapSize().h(); y++) { for (int x = 0; x < map.getMapSize().w(); x++) { const Tile& tile = tiles.at(x + y * map.getMapSize().w()); SDL_Rect srcRect { static_cast((tile.id % map.getTilesetColumns()) * map.getTileSize().w()), static_cast((tile.id / map.getTilesetColumns()) * map.getTileSize().h()), map.getTileSize().w(), map.getTileSize().h() }; SDL_Rect destRect { x * map.getTileSize().w(), y * map.getTileSize().h(), map.getTileSize().w(), map.getTileSize().h() }; SDL_RendererFlip flip = SDL_FLIP_NONE; if (tile.flipHorizontal && tile.flipVertical) { flip = static_cast(SDL_FLIP_HORIZONTAL | SDL_FLIP_VERTICAL); } else if (tile.flipHorizontal) { flip = SDL_FLIP_HORIZONTAL; } else if (tile.flipVertical) { flip = SDL_FLIP_VERTICAL; } SDL_RenderCopyEx(ren_.get(), textures_[map.getTilesetTextureId()].get(), &srcRect, &destRect, 0, nullptr, flip); } } return canvas; } void Renderer::render(Game& game) { if (!renLay1_) { renLay1_ = renderMapLayer(game.getMap(), 0); } if (!renLay0_) { renLay0_ = renderMapLayer(game.getMap(), 1); } vec2i mapBounds = game.getMap().getMapSize() * game.getMap().getTileSize(); texture_ptr canvas( SDL_CreateTexture( ren_.get(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, mapBounds.w(), mapBounds.h())); if (!canvas) { throw sdl_error(); } SDL_SetRenderTarget(ren_.get(), canvas.get()); SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(ren_.get(), 255, 255, 255, 255); SDL_RenderClear(ren_.get()); SDL_RenderCopy(ren_.get(), renLay1_.get(), nullptr, nullptr); for (const Sprite& sprite : game.getSystem().getSpritesByY() | game.spriteView()) { const SpriteFrame& frame = sprite.getFrame(); const SDL_Rect& src = frame.srcRect; SDL_Rect dest { sprite.loc().x() - frame.center.x(), sprite.loc().y() - frame.center.y(), frame.size.w(), frame.size.h() }; SDL_RenderCopy(ren_.get(), textures_.at(sprite.getTextureId()).get(), &src, &dest); } SDL_RenderCopy(ren_.get(), renLay0_.get(), nullptr, nullptr); SDL_Rect cameraField { game.getSystem().getCameraPosition().x(), game.getSystem().getCameraPosition().y(), game.getSystem().getFieldOfView().w(), game.getSystem().getFieldOfView().h() }; SDL_SetRenderTarget(ren_.get(), nullptr); SDL_RenderCopy(ren_.get(), canvas.get(), &cameraField, nullptr); SDL_RenderPresent(ren_.get()); } int Renderer::loadImageFromFile(std::string_view filename) { surface_ptr pfs(IMG_Load(filename.data())); if (!pfs) { throw img_error(); } texture_ptr tex = texture_ptr(SDL_CreateTextureFromSurface(ren_.get(), pfs.get())); //SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND); int texId = textures_.size(); textures_.push_back(std::move(tex)); return texId; }