7 #include "sdl/renderer.h"
8 #include "system/nth_alloc.h"
9 #include "system/log.h"
18 SDL_Renderer *renderer;
22 static Vec effective_ratio(const SDL_Rect *view_port);
23 static Vec effective_scale(const SDL_Rect *view_port);
24 static Vec camera_point(const Camera *camera,
25 const SDL_Rect *view_port,
27 static Rect camera_rect(const Camera *camera,
28 const SDL_Rect *view_port,
30 static Triangle camera_triangle(const Camera *camera,
31 const SDL_Rect *view_port,
34 Camera *create_camera(SDL_Renderer *renderer,
37 Camera *camera = nth_alloc(sizeof(Camera));
43 camera->position = vec(0.0f, 0.0f);
44 camera->debug_mode = 0;
45 camera->blackwhite_mode = 0;
46 camera->renderer = renderer;
52 void destroy_camera(Camera *camera)
59 int camera_fill_rect(Camera *camera,
66 SDL_RenderGetViewport(camera->renderer, &view_port);
68 const SDL_Rect sdl_rect = rect_for_sdl(
69 camera_rect(camera, &view_port, rect));
71 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
73 if (camera->debug_mode) {
74 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a / 2) < 0) {
75 log_fail("SDL_SetRenderDrawColor: %s\n", SDL_GetError());
79 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
80 log_fail("SDL_SetRenderDrawColor: %s\n", SDL_GetError());
85 if (SDL_RenderFillRect(camera->renderer, &sdl_rect) < 0) {
86 log_fail("SDL_RenderFillRect: %s\n", SDL_GetError());
93 int camera_draw_rect(Camera * camera,
100 SDL_RenderGetViewport(camera->renderer, &view_port);
102 const SDL_Rect sdl_rect = rect_for_sdl(
103 camera_rect(camera, &view_port, rect));
105 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
107 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
108 log_fail("SDL_SetRenderDrawColor: %s\n", SDL_GetError());
112 if (SDL_RenderDrawRect(camera->renderer, &sdl_rect) < 0) {
113 log_fail("SDL_RenderDrawRect: %s\n", SDL_GetError());
120 int camera_draw_triangle(Camera *camera,
127 SDL_RenderGetViewport(camera->renderer, &view_port);
129 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
131 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
132 log_fail("SDL_SetRenderDrawColor: %s\n", SDL_GetError());
136 if (draw_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
143 int camera_fill_triangle(Camera *camera,
150 SDL_RenderGetViewport(camera->renderer, &view_port);
152 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
155 if (camera->debug_mode) {
156 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a / 2) < 0) {
157 log_fail("SDL_SetRenderDrawColor: %s\n", SDL_GetError());
161 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
162 log_fail("SDL_SetRenderDrawColor: %s\n", SDL_GetError());
167 if (fill_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
174 int camera_render_text(Camera *camera,
181 SDL_RenderGetViewport(camera->renderer, &view_port);
183 const Vec scale = effective_scale(&view_port);
184 const Vec screen_position = camera_point(camera, &view_port, position);
186 if (sprite_font_render_text(
190 vec(size.x * scale.x, size.y * scale.y),
191 camera->blackwhite_mode ? color_desaturate(c) : c,
199 int camera_render_debug_text(Camera *camera,
206 if (!camera->debug_mode) {
210 if (camera_render_text(
214 rgba(0.0f, 0.0f, 0.0f, 1.0f),
222 int camera_clear_background(Camera *camera,
225 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
227 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
228 log_fail("SDL_SetRenderDrawColor: %s\n", SDL_GetError());
232 if (SDL_RenderClear(camera->renderer) < 0) {
233 log_fail("SDL_RenderClear: %s\n", SDL_GetError());
240 void camera_center_at(Camera *camera, Point position)
243 camera->position = position;
246 void camera_toggle_debug_mode(Camera *camera)
249 camera->debug_mode = !camera->debug_mode;
252 void camera_disable_debug_mode(Camera *camera)
255 camera->debug_mode = 0;
258 void camera_toggle_blackwhite_mode(Camera *camera)
261 camera->blackwhite_mode = !camera->blackwhite_mode;
264 int camera_is_point_visible(const Camera *camera, Point p)
267 SDL_RenderGetViewport(camera->renderer, &view_port);
269 return rect_contains_point(
270 rect_from_sdl(&view_port),
271 camera_point(camera, &view_port, p));
274 Rect camera_view_port(const Camera *camera)
279 SDL_RenderGetViewport(camera->renderer, &view_port);
281 const Vec s = effective_scale(&view_port);
282 const float w = (float) view_port.w * s.x;
283 const float h = (float) view_port.h * s.y;
285 return rect(camera->position.x - w * 0.5f,
286 camera->position.y - h * 0.5f,
290 int camera_is_text_visible(const Camera *camera,
299 SDL_RenderGetViewport(camera->renderer, &view_port);
301 return rects_overlap(
305 sprite_font_boundary_box(
310 rect_from_sdl(&view_port));
313 /* ---------- Private Function ---------- */
315 static Vec effective_ratio(const SDL_Rect *view_port)
317 if ((float) view_port->w / RATIO_X > (float) view_port->h / RATIO_Y) {
318 return vec(RATIO_X, (float) view_port->h / ((float) view_port->w / RATIO_X));
320 return vec((float) view_port->w / ((float) view_port->h / RATIO_Y), RATIO_Y);
324 static Vec effective_scale(const SDL_Rect *view_port)
326 return vec_entry_div(
327 vec((float) view_port->w, (float) view_port->h),
328 vec_scala_mult(effective_ratio(view_port), 50.0f));
331 static Vec camera_point(const Camera *camera,
332 const SDL_Rect *view_port,
338 vec_sum(p, vec_neg(camera->position)),
339 effective_scale(view_port)),
340 vec((float) view_port->w * 0.5f,
341 (float) view_port->h * 0.5f));
344 static Triangle camera_triangle(const Camera *camera,
345 const SDL_Rect *view_port,
349 camera_point(camera, view_port, t.p1),
350 camera_point(camera, view_port, t.p2),
351 camera_point(camera, view_port, t.p3));
354 static Rect camera_rect(const Camera *camera,
355 const SDL_Rect *view_port,
358 return rect_from_vecs(
362 vec(rect.x, rect.y)),
364 effective_scale(view_port),
365 vec(rect.w, rect.h)));
368 int camera_render_debug_rect(Camera *camera,
374 if (!camera->debug_mode) {
378 if (camera_fill_rect(camera, rect, c) < 0) {