#include #include #include #include "camera.h" #include "sdl/renderer.h" #include "system/error.h" #define RATIO_X 16.0f #define RATIO_Y 9.0f struct camera_t { int debug_mode; int blackwhite_mode; point_t position; SDL_Renderer *renderer; }; static vec_t effective_ratio(const SDL_Rect *view_port); static vec_t effective_scale(const SDL_Rect *view_port); static vec_t camera_point(const camera_t *camera, const SDL_Rect *view_port, const vec_t p); static rect_t camera_rect(const camera_t *camera, const SDL_Rect *view_port, const rect_t rect); static triangle_t camera_triangle(const camera_t *camera, const SDL_Rect *view_port, const triangle_t t); camera_t *create_camera_from_renderer(SDL_Renderer *renderer) { camera_t *camera = malloc(sizeof(camera_t)); if (camera == NULL) { throw_error(ERROR_TYPE_LIBC); return NULL; } camera->position = vec(0.0f, 0.0f); camera->debug_mode = 0; camera->blackwhite_mode = 0; camera->renderer = renderer; return camera; } void destroy_camera(camera_t *camera) { assert(camera); free(camera); } int camera_fill_rect(const camera_t *camera, rect_t rect, color_t color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Rect sdl_rect = rect_for_sdl( camera_rect(camera, &view_port, rect)); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (camera->debug_mode) { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a / 2) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } else { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } if (SDL_RenderFillRect(camera->renderer, &sdl_rect) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } return 0; } int camera_draw_rect(const camera_t * camera, rect_t rect, color_t color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Rect sdl_rect = rect_for_sdl( camera_rect(camera, &view_port, rect)); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (SDL_RenderDrawRect(camera->renderer, &sdl_rect) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } return 0; } int camera_draw_triangle(const camera_t *camera, triangle_t t, color_t color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (draw_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) { return -1; } return 0; } int camera_fill_triangle(const camera_t *camera, triangle_t t, color_t color) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (camera->debug_mode) { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a / 2) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } else { if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } } if (fill_triangle(camera->renderer, camera_triangle(camera, &view_port, t)) < 0) { return -1; } return 0; } int camera_clear_background(const camera_t *camera, color_t color) { const SDL_Color sdl_color = color_for_sdl(camera->blackwhite_mode ? color_desaturate(color) : color); if (SDL_SetRenderDrawColor(camera->renderer, sdl_color.r, sdl_color.g, sdl_color.b, sdl_color.a) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } if (SDL_RenderClear(camera->renderer) < 0) { throw_error(ERROR_TYPE_SDL2); return -1; } return 0; } void camera_present(const camera_t *camera) { SDL_RenderPresent(camera->renderer); } void camera_center_at(camera_t *camera, point_t position) { assert(camera); camera->position = position; } void camera_toggle_debug_mode(camera_t *camera) { assert(camera); camera->debug_mode = !camera->debug_mode; } void camera_disable_debug_mode(camera_t *camera) { assert(camera); camera->debug_mode = 0; } void camera_toggle_blackwhite_mode(camera_t *camera) { assert(camera); camera->blackwhite_mode = !camera->blackwhite_mode; } int camera_is_point_visible(const camera_t *camera, point_t p) { SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); return rect_contains_point( rect_from_sdl(&view_port), camera_point(camera, &view_port, p)); } rect_t camera_view_port(const camera_t *camera) { assert(camera); SDL_Rect view_port; SDL_RenderGetViewport(camera->renderer, &view_port); const vec_t s = effective_scale(&view_port); const float w = (float) view_port.w * s.x; const float h = (float) view_port.h * s.y; return rect(camera->position.x - w * 0.5f, camera->position.y - h * 0.5f, w, h); } /* ---------- Private Function ---------- */ static vec_t effective_ratio(const SDL_Rect *view_port) { if ((float) view_port->w / RATIO_X > (float) view_port->h / RATIO_Y) { return vec(RATIO_X, (float) view_port->h / ((float) view_port->w / RATIO_X)); } else { return vec((float) view_port->w / ((float) view_port->h / RATIO_Y), RATIO_Y); } } static vec_t effective_scale(const SDL_Rect *view_port) { return vec_entry_div( vec((float) view_port->w, (float) view_port->h), vec_scala_mult(effective_ratio(view_port), 50.0f)); } static vec_t camera_point(const camera_t *camera, const SDL_Rect *view_port, const vec_t p) { return vec_sum( vec_entry_mult( vec_sum(p, vec_neg(camera->position)), effective_scale(view_port)), vec((float) view_port->w * 0.5f, (float) view_port->h * 0.5f)); } static triangle_t camera_triangle(const camera_t *camera, const SDL_Rect *view_port, const triangle_t t) { return triangle( camera_point(camera, view_port, t.p1), camera_point(camera, view_port, t.p2), camera_point(camera, view_port, t.p3)); } static rect_t camera_rect(const camera_t *camera, const SDL_Rect *view_port, const rect_t rect) { return rect_from_vecs( camera_point( camera, view_port, vec(rect.x, rect.y)), vec_entry_mult( effective_scale(view_port), vec(rect.w, rect.h))); }