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#include <renderer/Renderer.hpp>
#include <renderer/RSoftwareBackend.hpp>
#include <GL/glew.h>
#include <imgui.h>
#include <memory>
Renderer g_renderer;
void
Renderer::Init(SDL_Window* window)
{
m_render_entities.reserve(1024);
m_sort_entries.reserve(1024);
m_backend = std::make_unique<RSoftwareBackend>(window, *this);
}
void
Renderer::Draw()
{
m_backend->Draw();
}
void
Renderer::Reset()
{
m_render_entities.clear();
m_sort_entries.clear();
m_render_entities.reserve(1024);
m_sort_entries.reserve(1024);
SetCameraSize(0.0f, 0.0f);
}
void
Renderer::SetScreenSize(int32_t w, int32_t h)
{
m_screen_w = w;
m_screen_h = h;
}
void
Renderer::SetCameraSize(float w, float h)
{
m_camera_w = w;
m_camera_h = h;
}
int32_t
Renderer::WorldXToScreenX(float world_x)
{
float screen_x = (world_x / m_camera_w) * (float)m_screen_w;
return (int32_t)screen_x;
}
int32_t
Renderer::WorldYToScreenY(float world_y)
{
float screen_y = (world_y / m_camera_h) * (float)m_screen_h;
return (int32_t)screen_y;
}
void
Renderer::Clear(Color color)
{
m_clear_color = color;
}
void
Renderer::PushMonoBitmap(MonoBitmap& bitmap, V3F32 pos, Color color)
{
m_render_entities.emplace_back(REntity{.bitmap{
REntityType_MonoBitmap,
pos,
bitmap,
color
}});
m_sort_entries.emplace_back(pos.z, m_render_entities.size()-1);
}
void
Renderer::PushRectangle(Rectangle rect, float z, Color color)
{
m_render_entities.emplace_back(REntity{.rect{
REntityType_Rectangle,
rect,
z,
color
}});
m_sort_entries.emplace_back(z, m_render_entities.size()-1);
}
void
Renderer::PushCircle(Circle circle, float z, Color color)
{
m_render_entities.emplace_back(REntity{.circle{
REntityType_Circle,
circle,
z,
color
}});
m_sort_entries.emplace_back(z, m_render_entities.size()-1);
}
/* temporary helper functions (from old RGroup api) */
float
Renderer::GetScale()
{
float screen_width = static_cast<float>(m_screen_w);
float screen_height = static_cast<float>(m_screen_h);
float xunits = screen_width / m_camera_w;
float yunits = screen_height / m_camera_h;
float scale = std::min(xunits, yunits);
return scale;
}
V2F32
Renderer::ViewPosToScreenPos(V2F32 view_pos)
{
float scale = GetScale();
float screen_width = static_cast<float>(m_screen_w);
float screen_height = static_cast<float>(m_screen_h);
float viewport_width = m_camera_w * scale;
float viewport_height = m_camera_h * scale;
float viewport_x0 = (screen_width - viewport_width) / 2;
float viewport_y0 = (screen_height - viewport_height) / 2;
V2F32 result;
result.x = viewport_x0 + view_pos.x * scale;
result.y = screen_height - (viewport_y0 + view_pos.y * scale);
return result;
}
V2F32
Renderer::ViewSizeToScreenSize(V2F32 view_size)
{
float scale = GetScale();
V2F32 result;
result.x = view_size.x * scale;
result.y = view_size.y * scale;
return result;
}
ImVec2
Renderer::ViewPosToScreenPosImGui(V2F32 view_pos)
{
V2F32 screen_pos = ViewPosToScreenPos(view_pos);
ImVec2 result = {screen_pos.x, screen_pos.y};
return result;
}
ImVec2
Renderer::ViewSizeToScreenSizeImGui(V2F32 view_size)
{
V2F32 screen_size = ViewSizeToScreenSize(view_size);
ImVec2 result = {screen_size.x, screen_size.y};
return result;
}
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