removed references to old "Context" concepts and replaced with constants, declared camera functions
This commit is contained in:
parent
5b5b4c31fc
commit
5516a70d57
24
src/camera.h
Normal file
24
src/camera.h
Normal file
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@ -0,0 +1,24 @@
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#ifndef _fencer_camera_h
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#define _fencer_camera_h
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#include "vmath.h"
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#include <SDL2/SDL_rect.h>
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struct Camera {
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Vector centre;
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float width;
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};
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typedef struct Camera Camera;
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// current world location of camera
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extern Camera g_camera;
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extern void camera_init();
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// generate a screen-space rectangle that is exactly 1x1 in world units.
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// With it's centre on the world origin.
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extern SDL_FRect camera_calculate_world_unit_rect(Camera* self);
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extern SDL_FRect camera_to_world_space(Camera* self, SDL_FRect* camera_space);
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extern SDL_FRect camera_world_to_camera_space(Camera* self, SDL_FRect* world_space);
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#endif // !_fencer_camera_h
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@ -5,7 +5,7 @@ int main(int argc, char* argv[]) {
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struct ProgramSettings config = {
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.target_fps = 0, // unbounded speed
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.title = "fencer",
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.view_resolution = {160, 140}
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.view_resolution = {1920, 1080}
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};
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return program_run(&config);
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}
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@ -1,14 +1,19 @@
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#include "program.h"
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#include <SDL2/SDL_video.h>
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#include <SDL2/SDL_image.h>
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#include "tilemap.h"
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SDL_Window* g_window;
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double g_delta_time;
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double g_frame_start;
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struct Program g_program;
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#define INITFLAGS SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER
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int program_run(const struct ProgramSettings* settings) {
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SDL_Init(INITFLAGS);
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g_program.window = SDL_CreateWindow(
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g_window = SDL_CreateWindow(
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settings->title,
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SDL_WINDOWPOS_CENTERED_DISPLAY(0),
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SDL_WINDOWPOS_CENTERED_DISPLAY(0),
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@ -16,45 +21,55 @@ int program_run(const struct ProgramSettings* settings) {
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settings->view_resolution.y,
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SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE);
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g_program.render_context = render_init(&g_program, settings);
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render_init(g_window, settings);
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struct Tilemap map = tilemap_load("resources/box.tilemap.xml");
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struct Tileset set = {
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.texture = IMG_LoadTexture(g_renderer, "resources/ts_castle.png"),
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.tile_size = {32, 32},
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.shear = 10
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};
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SDL_QueryTexture(set.texture, NULL, NULL, &set.texture_resolution.x, &set.texture_resolution.y);
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map.tileset = set;
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for(;;) {
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SDL_Delay(1);
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program_handle_events(&g_program);
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render_present(g_program.render_context);
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program_handle_events();
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tilemap_render(&map);
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render_present();
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}
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return 1;
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}
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void program_quit(struct Program* self) {
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render_destroy(self->render_context);
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SDL_DestroyWindow(self->window);
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void program_quit() {
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render_clean();
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SDL_DestroyWindow(g_window);
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SDL_Quit();
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exit(0);
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}
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void program_handle_events(struct Program* self) {
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void program_handle_events() {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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default: break;
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case SDL_WINDOWEVENT:
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if(event.window.windowID == SDL_GetWindowID(self->window)) {
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program_handle_windowevent(self, &event.window);
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if(event.window.windowID == SDL_GetWindowID(g_window)) {
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program_handle_windowevent(&event.window);
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}
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break;
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case SDL_QUIT:
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program_quit(self);
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program_quit();
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break;
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}
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}
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}
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void program_handle_windowevent(struct Program* self, SDL_WindowEvent* event) {
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void program_handle_windowevent(SDL_WindowEvent* event) {
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switch(event->type) {
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default:
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render_handle_resize(self->render_context);
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render_handle_resize();
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break;
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}
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}
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@ -6,24 +6,19 @@
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#include "vmath.h"
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#include "render.h"
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extern struct Program g_program;
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struct ProgramSettings {
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const char* title;
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IVector view_resolution;
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int target_fps;
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};
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struct Program {
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SDL_Window* window;
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struct RenderContext* render_context;
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double delta_time;
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double start_frame;
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};
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extern SDL_Window* g_window;
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extern double g_delta_time;
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extern double g_frame_start;
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extern int program_run(const struct ProgramSettings* settings);
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extern void program_quit(struct Program* self);
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extern void program_handle_events(struct Program* self);
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extern void program_handle_windowevent(struct Program* self, SDL_WindowEvent* event);
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extern void program_quit();
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extern void program_handle_events();
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extern void program_handle_windowevent(SDL_WindowEvent* event);
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#endif // !_fencer_program_h
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81
src/render.c
81
src/render.c
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#include <SDL2/SDL_pixels.h>
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#include <SDL2/SDL_render.h>
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struct RenderContext* render_init(const struct Program* program, const struct ProgramSettings* settings) {
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struct RenderContext* self = malloc(sizeof(struct RenderContext));
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SDL_Renderer* g_renderer;
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SDL_Texture* g_render_target;
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SDL_Rect g_render_area;
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IVector g_render_resolution;
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void render_init(SDL_Window* window, const struct ProgramSettings* settings) {
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// create renderer, needs to be able to target textures, preferably hardware accelerated
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self->renderer = SDL_CreateRenderer(program->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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g_renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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// create render target texture
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self->render_target = SDL_CreateTexture(
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self->renderer,
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g_render_target = SDL_CreateTexture(
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g_renderer,
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SDL_PIXELFORMAT_ARGB32,
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SDL_TEXTUREACCESS_TARGET,
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settings->view_resolution.x, settings->view_resolution.y);
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// store the desired view resolution
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self->render_resolution = settings->view_resolution;
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g_render_resolution = settings->view_resolution;
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// get the destination area for rendering the target onto the window
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render_calculate_render_area(self);
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render_calculate_render_area();
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// clear target black
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SDL_SetRenderTarget(self->renderer, self->render_target);
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SDL_SetRenderDrawColor(self->renderer, 0, 0, 0, 255);
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SDL_RenderClear(self->renderer);
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return self;
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SDL_SetRenderTarget(g_renderer, g_render_target);
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SDL_SetRenderDrawColor(g_renderer, 0, 0, 0, 255);
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SDL_RenderClear(g_renderer);
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}
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void render_destroy(struct RenderContext* self) {
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void render_clean() {
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// clear up allocated SDL objects
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SDL_DestroyTexture(self->render_target);
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SDL_DestroyRenderer(self->renderer);
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SDL_DestroyTexture(g_render_target);
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SDL_DestroyRenderer(g_renderer);
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}
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void render_present(struct RenderContext* self) {
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void render_present() {
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// clear window white
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SDL_SetRenderTarget(self->renderer, NULL);
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SDL_SetRenderDrawColor(self->renderer, 0, 0, 0, 255);
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SDL_RenderClear(self->renderer);
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SDL_SetRenderTarget(g_renderer, NULL);
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SDL_SetRenderDrawColor(g_renderer, 0, 0, 0, 255);
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SDL_RenderClear(g_renderer);
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// copy render target
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SDL_Rect source_rect = {0, 0, self->render_resolution.x, self->render_resolution.y};
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SDL_RenderCopy(self->renderer, self->render_target, &source_rect, &self->render_area);
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SDL_RenderPresent(self->renderer);
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SDL_Rect source_rect = {0, 0, g_render_resolution.x, g_render_resolution.y};
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SDL_RenderCopy(g_renderer, g_render_target, &source_rect, &g_render_area);
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SDL_RenderPresent(g_renderer);
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// clear render target
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SDL_SetRenderTarget(self->renderer, self->render_target);
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SDL_SetRenderDrawColor(self->renderer, 0, 0, 0, 255);
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SDL_RenderClear(self->renderer);
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SDL_SetRenderTarget(g_renderer, g_render_target);
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SDL_SetRenderDrawColor(g_renderer, 0, 0, 0, 255);
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SDL_RenderClear(g_renderer);
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}
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void render_calculate_render_area(struct RenderContext* self) {
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void render_calculate_render_area() {
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// get aspect ratios of both the window and the rendertexture
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IVector window_resolution = render_get_window_size(self);
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IVector window_resolution = render_get_window_size();
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float window_aspect = (float)window_resolution.x / (float)window_resolution.y;
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float target_aspect = (float)self->render_resolution.x / (float)self->render_resolution.y;
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float target_aspect = (float)g_render_resolution.x / (float)g_render_resolution.y;
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// calculate the largest area that will fit the entire rendertexture into the window space
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self->render_area = (SDL_Rect) {0, 0, window_resolution.x, window_resolution.y};
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g_render_area = (SDL_Rect) {0, 0, window_resolution.x, window_resolution.y};
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if(window_aspect <= target_aspect) {
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self->render_area.h = window_resolution.x / target_aspect;
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self->render_area.y = (window_resolution.y - self->render_area.h) / 2;
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g_render_area.h = window_resolution.x / target_aspect;
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g_render_area.y = (window_resolution.y - g_render_area.h) / 2;
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} else {
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self->render_area.w = window_resolution.y * target_aspect;
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self->render_area.x += (window_resolution.x - self->render_area.w) / 2;
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g_render_area.w = window_resolution.y * target_aspect;
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g_render_area.x += (window_resolution.x - g_render_area.w) / 2;
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}
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}
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IVector render_get_window_size(struct RenderContext* self) {
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IVector render_get_window_size() {
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// select window as target (store target to reset)
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SDL_Texture* target = SDL_GetRenderTarget(self->renderer);
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SDL_SetRenderTarget(self->renderer, NULL);
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SDL_Texture* target = SDL_GetRenderTarget(g_renderer);
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SDL_SetRenderTarget(g_renderer, NULL);
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// fetch output size (= window size) of renderer
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int window_width, window_height;
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SDL_GetRendererOutputSize(self->renderer, &window_width, &window_height);
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SDL_GetRendererOutputSize(g_renderer, &window_width, &window_height);
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// reset render target
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SDL_SetRenderTarget(self->renderer, target);
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SDL_SetRenderTarget(g_renderer, target);
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// construct IVector from fetched output size
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return (IVector){window_width, window_height};
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}
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void render_handle_resize(struct RenderContext* self) {
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render_calculate_render_area(self);
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void render_handle_resize() {
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render_calculate_render_area();
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}
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37
src/render.h
37
src/render.h
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#include <SDL2/SDL_rect.h>
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#include "vmath.h"
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struct Program;
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struct ProgramSettings;
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struct RenderContext {
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// renderer created from window in Program passed to render_init
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SDL_Renderer* renderer;
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// renderer created from window in Program passed to render_init
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extern SDL_Renderer* g_renderer;
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// render target
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extern SDL_Texture* g_render_target;
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// area of window to render render_target to
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extern SDL_Rect g_render_area;
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// size of render_target
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extern IVector g_render_resolution;
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// render target
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SDL_Texture* render_target;
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// area of window to render render_target to
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SDL_Rect render_area;
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extern void render_init(SDL_Window* window, const struct ProgramSettings* settings);
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extern void render_clean();
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extern void render_present();
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// size of render_target
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IVector render_resolution;
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// current world location of camera
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IVector camera_offset;
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};
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extern struct RenderContext* render_init(const struct Program* program, const struct ProgramSettings* settings);
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extern void render_destroy(struct RenderContext* self);
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extern void render_present(struct RenderContext* self);
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extern void render_calculate_render_area(struct RenderContext* self);
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extern IVector render_get_window_size(struct RenderContext* self);
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extern void render_handle_resize(struct RenderContext* self);
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extern SDL_FRect render_calculate_unit_rect();
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extern void render_calculate_render_area();
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extern IVector render_get_window_size();
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extern void render_handle_resize();
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#endif // !_fencer_render_h
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@ -1,11 +1,9 @@
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#include "tilemap.h"
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#include "libxml/threads.h"
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#include "libxml/tree.h"
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#include "libxml/xmlstring.h"
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#include "camera.h"
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#include "program.h"
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#include <SDL2/SDL_image.h>
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#include <libxml/xinclude.h>
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#include <stdio.h>
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#include <libxml/tree.h>
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#include <SDL2/SDL_image.h>
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#define XML(__str) (const xmlChar*)__str
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@ -135,7 +133,7 @@ struct Tileset tileset_load(const char* filename) {
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}
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} while(n != ',');
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self.texture = IMG_LoadTexture(g_program.render_context->renderer, texture_path);
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self.texture = IMG_LoadTexture(g_renderer, texture_path);
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SDL_QueryTexture(self.texture, NULL, NULL, &self.texture_resolution.x, &self.texture_resolution.y);
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self.shear = floor((float)self.texture_resolution.x / self.tile_size.x);
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return rect;
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}
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void tilemap_render(struct Tilemap* self, struct RenderContext* render) {
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void tilemap_render(struct Tilemap* self) {
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size_t num_tiles = self->dimensions.x * self->dimensions.y;
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SDL_Rect source_rect = {0, 0, self->tileset.tile_size.x, self->tileset.tile_size.y};
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SDL_Rect dest_rect = source_rect;
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SDL_FRect dest_rect = { .w = 1, .h = 1 };
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for(int i = 0; i < num_tiles; ++i) {
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source_rect = tileset_index_to_rect(&self->tileset, self->tiles[i]);
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dest_rect.x = (i % self->dimensions.x) * dest_rect.w;
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dest_rect.y = (i / self->dimensions.y) * dest_rect.h;
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SDL_RenderCopy(render->renderer, self->tileset.texture, &source_rect, &dest_rect);
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dest_rect.y = (float)floor((float)i / self->dimensions.y) * dest_rect.h;
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SDL_RenderCopyF(g_renderer, self->tileset.texture, &source_rect, &dest_rect);
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}
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}
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@ -22,6 +22,6 @@ extern struct Tilemap tilemap_load(const char* tilemap_file);
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extern struct Tileset tileset_load(const char* filename);
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extern SDL_Rect tileset_index_to_rect(struct Tileset* self, size_t index);
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extern void tilemap_render(struct Tilemap* map, struct RenderContext* render);
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extern void tilemap_render(struct Tilemap* map);
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#endif // !_fencer_tilemap_h
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