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MapRenderer.cpp
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MapRenderer.cpp
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#include <iostream>
#include "MapRenderer.h"
#include "graphics.h"
#include "texture/TextureLoader.h"
#define TILE_SRC_SIZE 32 // Tile source (world) size
#define TILE_DST_SIZE 32 // Tile destination (screen) size
bool MapRenderer::layerEnabled[4] = {true, true, true, true};
bool MapRenderer::debug = false;
void MapRenderer::render(Map &map, int32_t x, int32_t y, grh_data_t *grh_data) {
int semiWidth = camera_width / 2 + (camera_width % 2 > 0);
int semiHeight = camera_height / 2 + (camera_height % 2 > 0);
x *= TILE_SRC_SIZE;
y *= TILE_SRC_SIZE;
// Rendering boundaries in world pixels
int x1 = x - semiWidth, x2 = x + semiWidth;
int y1 = y - semiHeight, y2 = y + semiHeight;
// Rendering boundaries in array coordinates (floor of x / 32, floor of y / 32)
int i1 = x1 / TILE_SRC_SIZE - (x1 % TILE_SRC_SIZE < 0);
int i2 = x2 / TILE_SRC_SIZE - (x2 % TILE_SRC_SIZE < 0);
int j1 = y1 / TILE_SRC_SIZE - (y1 % TILE_SRC_SIZE < 0);
int j2 = y2 / TILE_SRC_SIZE - (y2 % TILE_SRC_SIZE < 0);
// Rendering boundaries in screen coordinates
x1 *= screen_width / camera_width;
x2 *= screen_width / camera_width;
y1 *= screen_height / camera_height;
y2 *= screen_height / camera_height;
// Rendering offsets (rendering starts off-screen)
int dx = (x1 % TILE_DST_SIZE) + ((x1 % TILE_DST_SIZE < 0) ? TILE_DST_SIZE : 0);
int dy = (y1 % TILE_DST_SIZE) + ((y1 % TILE_DST_SIZE < 0) ? TILE_DST_SIZE : 0);
for (int layer = 0; layer <= 3; layer++) {
if (!layerEnabled[layer]) continue;
// Iterate through array
for (int j = j1; j <= j2; j++)
{
for (int i = i1; i <= i2; i++)
{
uint32_t grh = map.getTile(i, j)->grh[layer];
if (grh == 0) continue;
if (grh_data[grh].num_frames != 1) continue;
uint32_t n = grh_data[grh].filenum;
SDL_Texture * texture = TextureLoader::get_texture(n);
SDL_Rect srcrect, dstrect;
srcrect.x = grh_data[grh].sx;
srcrect.y = grh_data[grh].sy;
srcrect.w = grh_data[grh].pixel_width;
srcrect.h = grh_data[grh].pixel_height;
dstrect.x = - dx + (i - i1) * TILE_DST_SIZE;
dstrect.y = - dy + (j - j1) * TILE_DST_SIZE;
// Transform from bottom-left coordinates, to SDL top-left coordinates.
// dstrect.y = screen_height - TILE_DST_SIZE - dstrect.y;
dstrect.w = srcrect.w * (TILE_DST_SIZE / TILE_SRC_SIZE);
dstrect.h = srcrect.h * (TILE_DST_SIZE / TILE_SRC_SIZE);
// copiado del renderizado original en VB6
if (layer == 1 || layer == 2 || layer == 3) {
dstrect.x -= (dstrect.w / 2 - TILE_DST_SIZE / 2);
dstrect.y -= (dstrect.h - TILE_DST_SIZE);
}
SDL_RenderCopy(screenRender, texture, &srcrect, &dstrect);
/*
if (layer == 2) {
SDL_RenderDrawRect(screenRender, &dstrect);
}
*/
}
}
}
if (debug) {
SDL_Rect rect;
for (int x = 0; x <= screen_width; x += 32) {
for (int y = 0; y <= screen_height; y += 32) {
rect.x = x;
rect.y = y;
rect.w = 32;
rect.h = 32;
SDL_RenderDrawRect(screenRender, &rect);
}
}
rect.x = screen_width / 2 - 5;
rect.y = screen_height / 2 - 5;
rect.w = 5;
rect.h = 5;
SDL_SetRenderDrawColor(screenRender, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderFillRect(screenRender, &rect);
}
}