renderiranje - nazaj na singlethreaded ker me SDL ne mara :(
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@@ -1,5 +1,7 @@
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#include <renderer/renderer.hpp>
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#include <utils.hpp>
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#include <state/gamestate.hpp>
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#include <object/entity.hpp>
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namespace Game::Renderer {
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Renderer::Renderer() : mRenderer(nullptr) {}
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@@ -34,12 +36,18 @@ namespace Game::Renderer {
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return true;
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}
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void Renderer::run(std::stop_token stoken) {
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while (!stoken.stop_requested()) {
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mClear();
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// Get gamestate mutex and render the objects here; GameState::getState().objects or something, idk
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mPresent();
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void Renderer::renderFrame() {
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mClear();
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// Get gamestate and render the objects here; GameState::getState().objects or something, idk
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auto entities = Game::State::GameState::getInstance().getEntitiesRef();
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//LOG("Entity count: " << entities->size());
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for (auto& entity : *entities) {
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entity->render(this);
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}
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mPresent();
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}
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void Renderer::mClear() {
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@@ -1,33 +1,38 @@
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#include <renderer/texture.hpp>
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namespace Game::Renderer {
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Texture::Texture(std::string& path, Renderer* renderer, std::string id)
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: mTex(nullptr), mId(id) {
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SDL_Surface* surf = IMG_Load(path.c_str());
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if (!surf) {
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ERROR("Failed to load image at " << path);
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return;
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}
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mTex = SDL_CreateTextureFromSurface(renderer->getSDLRenderer(), surf);
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SDL_DestroySurface(surf);
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Game::Renderer::Texture::Texture(const std::string& path, SDL_Renderer* renderer, std::string id)
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: mTex(nullptr), mId(id) {
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SDL_Surface* surf = IMG_Load(path.c_str());
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if (!surf) {
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ERROR("Failed to load image at " << path);
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return;
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}
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Texture::Texture(const Texture& other) {
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// Copy the references, since copying memory would require re-initing a bunch of things - for now
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this->mTex = other.mTex;
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}
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mTex = SDL_CreateTextureFromSurface(renderer, surf);
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SDL_DestroySurface(surf);
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}
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Texture& Texture::operator=(const Texture& other) {
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// Same reasoning
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this->mTex = other.mTex;
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return *this;
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}
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Game::Renderer::Texture::Texture(const Texture& other) {
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// Copy the references, since copying memory would require re-initing a bunch of things - for now
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this->mTex = other.mTex;
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}
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Texture::~Texture() {
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if (mTex)
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SDL_DestroyTexture(mTex);
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LOG("Destroyed texture '" << mId << "'")
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}
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Game::Renderer::Texture& Game::Renderer::Texture::operator=(const Texture& other) {
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// Same reasoning
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this->mTex = other.mTex;
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return *this;
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}
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Game::Renderer::Texture::~Texture() {
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if (mTex)
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SDL_DestroyTexture(mTex);
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LOG("Destroyed texture '" << mId << "'")
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}
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SDL_Texture* Game::Renderer::Texture::getSDLTexture() {
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return mTex;
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}
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std::string Game::Renderer::Texture::getId() {
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return mId;
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}
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