6 #include "sdl/renderer.h"
7 #include "system/error.h"
16 SDL_Renderer *renderer;
19 static vec_t effective_ratio(const SDL_Rect *view_port);
20 static vec_t effective_scale(const SDL_Rect *view_port);
21 static vec_t camera_point(const camera_t *camera,
22 const SDL_Rect *view_port,
24 static rect_t camera_rect(const camera_t *camera,
25 const SDL_Rect *view_port,
27 static triangle_t camera_triangle(const camera_t *camera,
28 const SDL_Rect *view_port,
31 camera_t *create_camera_from_renderer(SDL_Renderer *renderer)
33 camera_t *camera = malloc(sizeof(camera_t));
36 throw_error(ERROR_TYPE_LIBC);
40 camera->position = vec(0.0f, 0.0f);
41 camera->debug_mode = 0;
42 camera->blackwhite_mode = 0;
43 camera->renderer = renderer;
48 void destroy_camera(camera_t *camera)
56 int camera_fill_rect(const camera_t *camera,
63 SDL_RenderGetViewport(camera->renderer, &view_port);
65 const SDL_Rect sdl_rect = rect_for_sdl(
66 camera_rect(camera, &view_port, rect));
68 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
70 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
71 throw_error(ERROR_TYPE_SDL2);
75 if (camera->debug_mode) {
76 if (SDL_RenderDrawRect(camera->renderer, &sdl_rect) < 0) {
77 throw_error(ERROR_TYPE_SDL2);
81 if (SDL_RenderFillRect(camera->renderer, &sdl_rect) < 0) {
82 throw_error(ERROR_TYPE_SDL2);
90 int camera_draw_rect(const camera_t * camera,
97 SDL_RenderGetViewport(camera->renderer, &view_port);
99 const SDL_Rect sdl_rect = rect_for_sdl(
100 camera_rect(camera, &view_port, rect));
102 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
104 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
105 throw_error(ERROR_TYPE_SDL2);
109 if (SDL_RenderDrawRect(camera->renderer, &sdl_rect) < 0) {
110 throw_error(ERROR_TYPE_SDL2);
117 int camera_draw_triangle(const camera_t *camera,
124 SDL_RenderGetViewport(camera->renderer, &view_port);
126 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
128 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
129 throw_error(ERROR_TYPE_SDL2);
133 if (draw_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
140 int camera_fill_triangle(const camera_t *camera,
147 SDL_RenderGetViewport(camera->renderer, &view_port);
149 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
151 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
152 throw_error(ERROR_TYPE_SDL2);
156 if (camera->debug_mode) {
157 if (draw_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
162 if (fill_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) {
170 int camera_clear_background(const camera_t *camera,
173 const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color);
175 if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) {
176 throw_error(ERROR_TYPE_SDL2);
180 if (SDL_RenderClear(camera->renderer) < 0) {
181 throw_error(ERROR_TYPE_SDL2);
188 void camera_present(const camera_t *camera)
190 SDL_RenderPresent(camera->renderer);
193 void camera_center_at(camera_t *camera, point_t position)
196 camera->position = position;
199 void camera_toggle_debug_mode(camera_t *camera)
202 camera->debug_mode = !camera->debug_mode;
205 void camera_toggle_blackwhite_mode(camera_t *camera)
208 camera->blackwhite_mode = !camera->blackwhite_mode;
211 int camera_is_point_visible(const camera_t *camera, point_t p)
214 SDL_RenderGetViewport(camera->renderer, &view_port);
216 return rect_contains_point(
217 rect_from_sdl(&view_port),
218 camera_point(camera, &view_port, p));
221 rect_t camera_view_port(const camera_t *camera)
226 SDL_RenderGetViewport(camera->renderer, &view_port);
228 const vec_t s = effective_scale(&view_port);
229 const float w = (float) view_port.w * s.x;
230 const float h = (float) view_port.h * s.y;
232 return rect(camera->position.x - w * 0.5f,
233 camera->position.y - h * 0.5f,
238 /* ---------- Private Function ---------- */
240 static vec_t effective_ratio(const SDL_Rect *view_port)
242 if ((float) view_port->w / RATIO_X > (float) view_port->h / RATIO_Y) {
243 return vec(RATIO_X, (float) view_port->h / ((float) view_port->w / RATIO_X));
245 return vec((float) view_port->w / ((float) view_port->h / RATIO_Y), RATIO_Y);
249 static vec_t effective_scale(const SDL_Rect *view_port)
251 return vec_entry_div(
252 vec((float) view_port->w, (float) view_port->h),
253 vec_scala_mult(effective_ratio(view_port), 50.0f));
256 static vec_t camera_point(const camera_t *camera,
257 const SDL_Rect *view_port,
263 vec_sum(p, vec_neg(camera->position)),
264 effective_scale(view_port)),
265 vec((float) view_port->w * 0.5f,
266 (float) view_port->h * 0.5f));
269 static triangle_t camera_triangle(const camera_t *camera,
270 const SDL_Rect *view_port,
274 camera_point(camera, view_port, t.p1),
275 camera_point(camera, view_port, t.p2),
276 camera_point(camera, view_port, t.p3));
279 static rect_t camera_rect(const camera_t *camera,
280 const SDL_Rect *view_port,
283 return rect_from_vecs(
287 vec(rect.x, rect.y)),
289 effective_scale(view_port),
290 vec(rect.w, rect.h)));