renderiranje - nazaj na singlethreaded ker me SDL ne mara :(

This commit is contained in:
2026-03-11 20:19:15 +01:00
parent d748ca63a0
commit 834f0b29c3
18 changed files with 230 additions and 75 deletions

14
src/game/player.cpp Normal file
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@@ -0,0 +1,14 @@
#include <game/player.hpp>
namespace Game::AGame {
void Player::start() {
LOG("Created the Player");
}
void Player::update() {
if (!mIsActive) return;
//LOG("Updated Player");
mTransform.x += 0.5f; // Move right at a constant speed for testing
mTransform.rotation += 1.f; // Rotate clockwise for testing
}
}

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@@ -1,11 +1,20 @@
#include <iostream>
#include <window/window.hpp>
#include <state/gamestate.hpp>
#include <object/entity.hpp>
#include <object/transform.hpp>
#include <game/player.hpp>
#include <renderer/renderer.hpp>
#include <renderer/texture.hpp>
using namespace Game;
int main(int argc, char* argv[]) {
int main() {
Window::Window window = Window::Window();
window.init(1280, 720, "Game Window");
State::GameState::getInstance().addEntity(std::make_unique<AGame::Player>("Player", std::make_shared<Game::Renderer::Texture>("../resources/missing_texture.png", window.getRenderer()->getSDLRenderer()), Object::DEFAULT_TRANSFORM));
window.run();
return 0;

68
src/object/entity.cpp Normal file
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@@ -0,0 +1,68 @@
#include <object/entity.hpp>
#include <renderer/renderer.hpp>
#include <renderer/texture.hpp>
namespace Game::Object {
Entity::~Entity() {
LOG("Destroyed Entity: " << mName);
}
Entity::Entity(const Entity& other) : mName(other.mName), mTex(other.mTex), mTransform(other.mTransform), mIsActive(other.mIsActive) {
LOG("Copied Entity: " << mName);
}
Entity& Entity::operator=(const Entity& other) {
if (this != &other) {
mName = other.mName;
mTex = other.mTex;
mTransform = other.mTransform;
mIsActive = other.mIsActive;
}
return *this;
}
Entity::Entity(Entity&& other) noexcept : mName(std::move(other.mName)), mTex(other.mTex), mTransform(other.mTransform), mIsActive(other.mIsActive) {
other.mTex = nullptr;
LOG("Moved Entity: " << mName);
}
Entity& Entity::operator=(Entity&& other) noexcept {
if (this != &other) {
mName = std::move(other.mName);
mTex = other.mTex;
mTransform = other.mTransform;
mIsActive = other.mIsActive;
other.mTex = nullptr;
}
return *this;
}
void Entity::render(Game::Renderer::Renderer* renderer) {
if (!mIsActive || !mTex) return; // Don't render if not active or if there's no texture
float w, h;
SDL_GetTextureSize(mTex->getSDLTexture(), &w, &h);
SDL_FRect dst;
dst.w = w * mTransform.scaleX * mScaleConstant; // 1.f is HUGE, so this is just a constant to make the default scale more reasonable
dst.h = h * mTransform.scaleY * mScaleConstant;
// Top-left origin
dst.x = mTransform.x;
dst.y = mTransform.y;
SDL_FPoint center;
center.x = dst.w / 2.f;
center.y = dst.h / 2.f;
SDL_RenderTextureRotated(
renderer->getSDLRenderer(),
mTex->getSDLTexture(),
nullptr,
&dst,
mTransform.rotation,
&center,
SDL_FLIP_NONE
);
}
}

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@@ -1,5 +1,7 @@
#include <renderer/renderer.hpp>
#include <utils.hpp>
#include <state/gamestate.hpp>
#include <object/entity.hpp>
namespace Game::Renderer {
Renderer::Renderer() : mRenderer(nullptr) {}
@@ -34,12 +36,18 @@ namespace Game::Renderer {
return true;
}
void Renderer::run(std::stop_token stoken) {
while (!stoken.stop_requested()) {
mClear();
// Get gamestate mutex and render the objects here; GameState::getState().objects or something, idk
mPresent();
void Renderer::renderFrame() {
mClear();
// Get gamestate and render the objects here; GameState::getState().objects or something, idk
auto entities = Game::State::GameState::getInstance().getEntitiesRef();
//LOG("Entity count: " << entities->size());
for (auto& entity : *entities) {
entity->render(this);
}
mPresent();
}
void Renderer::mClear() {

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@@ -1,33 +1,38 @@
#include <renderer/texture.hpp>
namespace Game::Renderer {
Texture::Texture(std::string& path, Renderer* renderer, std::string id)
: mTex(nullptr), mId(id) {
SDL_Surface* surf = IMG_Load(path.c_str());
if (!surf) {
ERROR("Failed to load image at " << path);
return;
}
mTex = SDL_CreateTextureFromSurface(renderer->getSDLRenderer(), surf);
SDL_DestroySurface(surf);
Game::Renderer::Texture::Texture(const std::string& path, SDL_Renderer* renderer, std::string id)
: mTex(nullptr), mId(id) {
SDL_Surface* surf = IMG_Load(path.c_str());
if (!surf) {
ERROR("Failed to load image at " << path);
return;
}
Texture::Texture(const Texture& other) {
// Copy the references, since copying memory would require re-initing a bunch of things - for now
this->mTex = other.mTex;
}
mTex = SDL_CreateTextureFromSurface(renderer, surf);
SDL_DestroySurface(surf);
}
Texture& Texture::operator=(const Texture& other) {
// Same reasoning
this->mTex = other.mTex;
return *this;
}
Game::Renderer::Texture::Texture(const Texture& other) {
// Copy the references, since copying memory would require re-initing a bunch of things - for now
this->mTex = other.mTex;
}
Texture::~Texture() {
if (mTex)
SDL_DestroyTexture(mTex);
LOG("Destroyed texture '" << mId << "'")
}
Game::Renderer::Texture& Game::Renderer::Texture::operator=(const Texture& other) {
// Same reasoning
this->mTex = other.mTex;
return *this;
}
Game::Renderer::Texture::~Texture() {
if (mTex)
SDL_DestroyTexture(mTex);
LOG("Destroyed texture '" << mId << "'")
}
SDL_Texture* Game::Renderer::Texture::getSDLTexture() {
return mTex;
}
std::string Game::Renderer::Texture::getId() {
return mId;
}

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@@ -2,24 +2,22 @@
#include <iostream>
namespace Game::State {
// TODO: Caller should also hold these locks
const std::vector<Object::Entity>& GameState::getEntities() {
std::shared_lock lock(mMutex);
return mEntities;
}
std::vector<Object::Entity>* GameState::getEntitiesRef() {
std::shared_lock lock(mMutex);
std::vector<std::unique_ptr<Object::Entity>>* GameState::getEntitiesRef() {
return &mEntities;
}
Object::Entity* GameState::getAtIndex(size_t at) {
std::shared_lock lock(mMutex);
try {
return &mEntities.at(at);
return mEntities.at(at).get();
} catch (const std::out_of_range& e) {
WARN("Tried to access entity from GameState out of range!");
return nullptr;
}
}
void GameState::addEntity(std::unique_ptr<Object::Entity> entity) {
mEntities.push_back(std::move(entity));
GameState::getInstance().getAtIndex(mEntities.size() - 1)->start(); // Call start() on the newly added entity
LOG("Added entity '" << GameState::getInstance().getAtIndex(mEntities.size() - 1)->getName() << "' to GameState");
}
}

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@@ -1,16 +1,9 @@
#include <window/window.hpp>
namespace Game::Window {
Window::Window() : mWindow(nullptr), mRunning(false) {
}
Window::Window() : mWindow(nullptr), mRenderer(), mRunning(false) { }
Window::~Window() {
// Stop render thread
if (mRenderThread.joinable()) {
mRenderThread.request_stop();
mRenderThread.join();
}
mRenderer.destroy();
if (mWindow) {
@@ -36,14 +29,12 @@ namespace Game::Window {
LOG("Window created successfully");
// Spawn new thread for renderer
if (!mRenderer.init(mWindow)) {
SDL_DestroyWindow(mWindow);
mWindow = nullptr;
SDL_Quit();
return false;
}
mRenderThread = std::jthread(std::bind_front(&Renderer::Renderer::run, &mRenderer));
mRunning = true;
@@ -60,6 +51,14 @@ namespace Game::Window {
// Handle other events (e.g., keyboard, mouse) here
}
auto entities = State::GameState::getInstance().getEntitiesRef();
for (auto& entity : *entities) {
entity->update();
}
mRenderer.renderFrame();
SDL_Delay(16); // ~60 FPS target, maybe make dynamic based on avg. frame time - TODO
}
}
}