Files
letnik3koncni-prap/src/renderer/renderer.cpp
2026-05-13 07:58:59 +02:00

118 lines
4.2 KiB
C++

#include <renderer/renderer.hpp>
#include <algorithm>
#include <utils.hpp>
#include <state/gamestate.hpp>
#include <object/entity.hpp>
#include <window/window.hpp>
#include <object/camera.hpp>
namespace Game::Renderer {
Renderer::Renderer() : mRenderer(nullptr) {}
Renderer::~Renderer() {
destroy();
}
void Renderer::destroy() {
if (mRenderer) {
SDL_DestroyRenderer(mRenderer);
mRenderer = nullptr;
LOG("Renderer uničen");
}
}
bool Renderer::init(SDL_Window* window) {
// Request VSync before/at renderer setup; some backends honor this hint.
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
// Create renderer using the portable API. Some SDL3 backends may not support the old flags,
// so fall back to a software renderer via hint if the first attempt fails.
mRenderer = SDL_CreateRenderer(window, nullptr);
if (!mRenderer) {
WARN("Renderer creation failed, attempting software renderer: " << SDL_GetError());
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
mRenderer = SDL_CreateRenderer(window, nullptr);
if (!mRenderer) {
std::string errorMsg = std::string("Neuspešno ustvarjanje rendererja: ") + std::string(SDL_GetError());
ERROR(errorMsg.c_str());
return false;
}
}
mVSyncEnabled = SDL_SetRenderVSync(mRenderer, 1);
if (!mVSyncEnabled) {
WARN("VSync ni mogoče omogočiti, uporabljam programsko omejitev okvirjev: " << SDL_GetError());
}
if (!SDL_SetRenderDrawColor(mRenderer, 0, 0, 255, 255)) {
ERROR("Neuspelo nastavitev barve rendererja: " << SDL_GetError());
return false;
}
LOG("Renderer uspešno ustvarjen");
return true;
}
void Renderer::renderFrame() {
mClear();
float camX, camY;
Object::Camera::getInstance().getPosition(camX, camY);
int screenW, screenH;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &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) {
std::vector<Game::Object::Entity*> renderOrder;
renderOrder.reserve(entities.size());
for (auto& [name, entity] : entities) {
(void)name;
if (entity) {
renderOrder.push_back(entity.get());
}
}
std::sort(renderOrder.begin(), renderOrder.end(), [](Game::Object::Entity* a, Game::Object::Entity* b) {
return a->getZIndex() < b->getZIndex();
});
for (auto* entity : renderOrder) {
if (entity && entity->isActive()) {
entity->render(this, config);
}
}
});
} catch (const std::exception& e) {
ERROR("Exception while rendering frame: " << e.what());
}
mPresent();
// Reset render scale for next frame
SDL_SetRenderScale(mRenderer, 1.0f, 1.0f);
}
void Renderer::mClear() {
if (!SDL_RenderClear(mRenderer)) {
ERROR("Failed to clear renderer: " << SDL_GetError());
}
}
void Renderer::mPresent() {
if (!SDL_RenderPresent(mRenderer)) {
ERROR("Failed to present renderer: " << SDL_GetError());
}
}
}