This commit is contained in:
2026-05-13 07:58:59 +02:00
parent d9769bdbbb
commit 892d8f22eb
18 changed files with 242 additions and 77 deletions

View File

@@ -60,8 +60,18 @@ namespace Game::Renderer {
Object::Camera::getInstance().getPosition(camX, camY);
int screenW, screenH;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &screenW, &screenH);
// Pass the config to avoid wasting time recalculating it for every entity, since it's not gonna change during the frame
RendererConfig config{ camX, camY, screenW, screenH };
// Logical game world is 1280x720; scale rendering if fullscreen is at different resolution
static constexpr int LOGICAL_WIDTH = 1280;
static constexpr int LOGICAL_HEIGHT = 720;
const float scaleX = static_cast<float>(screenW) / LOGICAL_WIDTH;
const float scaleY = static_cast<float>(screenH) / LOGICAL_HEIGHT;
// Apply SDL render scale to handle fullscreen scaling
SDL_SetRenderScale(mRenderer, scaleX, scaleY);
// Pass the config WITHOUT scaling factors (SDL handles it now)
RendererConfig config{ camX, camY, LOGICAL_WIDTH, LOGICAL_HEIGHT, 1.0f, 1.0f };
try {
Game::State::GameState::getInstance().withEntitiesLocked([&](auto& entities) {
@@ -89,6 +99,9 @@ namespace Game::Renderer {
}
mPresent();
// Reset render scale for next frame
SDL_SetRenderScale(mRenderer, 1.0f, 1.0f);
}
void Renderer::mClear() {