2026-01-31 11:13:15 -05:00
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// SDL2Renderer.cpp - OpenGL ES 2 rendering implementation for SDL2 backend
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// Implements the SDL2 types defined in SDL2Types.h using SDL2 and OpenGL ES 2
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#ifdef MCRF_SDL2
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#include "SDL2Renderer.h"
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#include "SDL2Types.h"
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#include <iostream>
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#include <cstring>
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#include <cmath>
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// SDL2 and OpenGL ES 2 headers
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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// Emscripten's USE_SDL=2 port puts headers directly in include path
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#include <SDL.h>
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#include <GLES2/gl2.h>
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#else
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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// Desktop OpenGL - we'll use GL 2.1 compatible subset that matches GLES2
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#endif
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// stb libraries for image/font loading (from deps/stb/)
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#define STB_TRUETYPE_IMPLEMENTATION
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#include <stb_truetype.h>
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namespace sf {
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// =============================================================================
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// Built-in Shaders (GLSL ES 2.0 / GLSL 1.20 compatible)
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// =============================================================================
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static const char* SHAPE_VERTEX_SHADER = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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attribute vec2 a_position;
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attribute vec4 a_color;
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uniform mat4 u_projection;
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varying vec4 v_color;
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void main() {
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gl_Position = u_projection * vec4(a_position, 0.0, 1.0);
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v_color = a_color;
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}
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)";
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static const char* SHAPE_FRAGMENT_SHADER = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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void main() {
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gl_FragColor = v_color;
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}
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)";
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static const char* SPRITE_VERTEX_SHADER = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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attribute vec2 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texcoord;
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uniform mat4 u_projection;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = u_projection * vec4(a_position, 0.0, 1.0);
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v_color = a_color;
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v_texcoord = a_texcoord;
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}
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)";
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static const char* SPRITE_FRAGMENT_SHADER = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform sampler2D u_texture;
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void main() {
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gl_FragColor = texture2D(u_texture, v_texcoord) * v_color;
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}
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)";
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// Text shader is same as sprite for now
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static const char* TEXT_VERTEX_SHADER = SPRITE_VERTEX_SHADER;
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static const char* TEXT_FRAGMENT_SHADER = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform sampler2D u_texture;
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void main() {
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// Text rendering: use texture alpha as coverage
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float alpha = texture2D(u_texture, v_texcoord).a;
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gl_FragColor = vec4(v_color.rgb, v_color.a * alpha);
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}
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)";
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// =============================================================================
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// SDL2Renderer Implementation
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// =============================================================================
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SDL2Renderer& SDL2Renderer::getInstance() {
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static SDL2Renderer instance;
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return instance;
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}
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bool SDL2Renderer::init() {
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if (initialized_) return true;
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// Initialize SDL2 if not already done
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
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std::cerr << "SDL2Renderer: Failed to initialize SDL: " << SDL_GetError() << std::endl;
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return false;
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}
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// Note: Shaders are initialized in initGL() after GL context is created
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// Set up initial projection matrix (identity)
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memset(projectionMatrix_, 0, sizeof(projectionMatrix_));
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projectionMatrix_[0] = 1.0f;
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projectionMatrix_[5] = 1.0f;
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projectionMatrix_[10] = 1.0f;
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projectionMatrix_[15] = 1.0f;
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initialized_ = true;
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return true;
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}
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bool SDL2Renderer::initGL() {
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if (glInitialized_) return true;
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// Initialize built-in shaders (requires active GL context)
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initBuiltinShaders();
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glInitialized_ = true;
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return true;
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}
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void SDL2Renderer::shutdown() {
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if (!initialized_) return;
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// Delete built-in shader programs
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if (shapeProgram_) glDeleteProgram(shapeProgram_);
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if (spriteProgram_) glDeleteProgram(spriteProgram_);
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if (textProgram_) glDeleteProgram(textProgram_);
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shapeProgram_ = spriteProgram_ = textProgram_ = 0;
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SDL_Quit();
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initialized_ = false;
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}
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void SDL2Renderer::initBuiltinShaders() {
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// Compile shape shader
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if (!compileAndLinkProgram(SHAPE_VERTEX_SHADER, SHAPE_FRAGMENT_SHADER, shapeProgram_)) {
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std::cerr << "SDL2Renderer: Failed to compile shape shader" << std::endl;
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}
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// Compile sprite shader
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if (!compileAndLinkProgram(SPRITE_VERTEX_SHADER, SPRITE_FRAGMENT_SHADER, spriteProgram_)) {
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std::cerr << "SDL2Renderer: Failed to compile sprite shader" << std::endl;
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}
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// Compile text shader
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if (!compileAndLinkProgram(TEXT_VERTEX_SHADER, TEXT_FRAGMENT_SHADER, textProgram_)) {
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std::cerr << "SDL2Renderer: Failed to compile text shader" << std::endl;
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}
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}
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unsigned int SDL2Renderer::compileShaderStage(unsigned int type, const char* source) {
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unsigned int shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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std::cerr << "SDL2Renderer: Shader compilation failed: " << infoLog << std::endl;
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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bool SDL2Renderer::compileAndLinkProgram(const char* vertexSrc, const char* fragmentSrc, unsigned int& programOut) {
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unsigned int vertexShader = compileShaderStage(GL_VERTEX_SHADER, vertexSrc);
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if (!vertexShader) return false;
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unsigned int fragmentShader = compileShaderStage(GL_FRAGMENT_SHADER, fragmentSrc);
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if (!fragmentShader) {
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glDeleteShader(vertexShader);
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return false;
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}
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unsigned int program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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// Bind attribute locations before linking
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glBindAttribLocation(program, 0, "a_position");
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glBindAttribLocation(program, 1, "a_color");
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glBindAttribLocation(program, 2, "a_texcoord");
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glLinkProgram(program);
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// Shaders can be deleted after linking
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(program, 512, nullptr, infoLog);
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std::cerr << "SDL2Renderer: Program linking failed: " << infoLog << std::endl;
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glDeleteProgram(program);
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return false;
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}
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programOut = program;
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return true;
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}
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unsigned int SDL2Renderer::getShaderProgram(ShaderType type) const {
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switch (type) {
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case ShaderType::Shape: return shapeProgram_;
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case ShaderType::Sprite: return spriteProgram_;
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case ShaderType::Text: return textProgram_;
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default: return 0;
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}
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}
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unsigned int SDL2Renderer::compileShader(const std::string& vertexSource, const std::string& fragmentSource) {
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unsigned int program = 0;
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if (compileAndLinkProgram(vertexSource.c_str(), fragmentSource.c_str(), program)) {
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return program;
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}
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return 0;
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}
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void SDL2Renderer::deleteShaderProgram(unsigned int programId) {
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if (programId) {
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glDeleteProgram(programId);
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}
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}
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unsigned int SDL2Renderer::createTexture(unsigned int width, unsigned int height, const unsigned char* pixels) {
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unsigned int textureId;
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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// Set default texture parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Upload pixel data (RGBA format)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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return textureId;
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}
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void SDL2Renderer::updateTexture(unsigned int textureId, unsigned int x, unsigned int y,
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unsigned int width, unsigned int height, const unsigned char* pixels) {
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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void SDL2Renderer::deleteTexture(unsigned int textureId) {
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if (textureId) {
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glDeleteTextures(1, &textureId);
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}
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}
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void SDL2Renderer::setTextureSmooth(unsigned int textureId, bool smooth) {
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glBindTexture(GL_TEXTURE_2D, textureId);
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GLint filter = smooth ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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}
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void SDL2Renderer::setTextureRepeated(unsigned int textureId, bool repeated) {
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glBindTexture(GL_TEXTURE_2D, textureId);
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GLint wrap = repeated ? GL_REPEAT : GL_CLAMP_TO_EDGE;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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}
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unsigned int SDL2Renderer::createFBO(unsigned int width, unsigned int height, unsigned int& colorTexture) {
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// Create color texture
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colorTexture = createTexture(width, height, nullptr);
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// Create FBO
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unsigned int fbo;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Attach color texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
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// Check completeness
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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std::cerr << "SDL2Renderer: FBO is not complete" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &fbo);
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deleteTexture(colorTexture);
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return 0;
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}
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|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
return fbo;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDL2Renderer::deleteFBO(unsigned int fboId) {
|
|
|
|
|
if (fboId) {
|
|
|
|
|
glDeleteFramebuffers(1, &fboId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDL2Renderer::bindFBO(unsigned int fboId) {
|
|
|
|
|
fboStack_.push_back(fboId);
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDL2Renderer::unbindFBO() {
|
|
|
|
|
if (!fboStack_.empty()) {
|
|
|
|
|
fboStack_.pop_back();
|
|
|
|
|
}
|
|
|
|
|
unsigned int fbo = fboStack_.empty() ? 0 : fboStack_.back();
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDL2Renderer::setViewport(int x, int y, unsigned int width, unsigned int height) {
|
|
|
|
|
glViewport(x, y, width, height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDL2Renderer::setProjection(float left, float right, float bottom, float top) {
|
|
|
|
|
// Build orthographic projection matrix
|
|
|
|
|
float near = -1.0f;
|
|
|
|
|
float far = 1.0f;
|
|
|
|
|
|
|
|
|
|
memset(projectionMatrix_, 0, sizeof(projectionMatrix_));
|
|
|
|
|
projectionMatrix_[0] = 2.0f / (right - left);
|
|
|
|
|
projectionMatrix_[5] = 2.0f / (top - bottom);
|
|
|
|
|
projectionMatrix_[10] = -2.0f / (far - near);
|
|
|
|
|
projectionMatrix_[12] = -(right + left) / (right - left);
|
|
|
|
|
projectionMatrix_[13] = -(top + bottom) / (top - bottom);
|
|
|
|
|
projectionMatrix_[14] = -(far + near) / (far - near);
|
|
|
|
|
projectionMatrix_[15] = 1.0f;
|
|
|
|
|
}
|
|
|
|
|
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
static int clearCount = 0;
|
2026-01-31 11:13:15 -05:00
|
|
|
void SDL2Renderer::clear(float r, float g, float b, float a) {
|
|
|
|
|
glClearColor(r, g, b, a);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
|
|
|
|
|
// Debug: Log first few clears to confirm render loop is running
|
|
|
|
|
if (clearCount < 5) {
|
|
|
|
|
std::cout << "SDL2Renderer::clear(" << r << ", " << g << ", " << b << ", " << a << ") #" << clearCount << std::endl;
|
|
|
|
|
clearCount++;
|
|
|
|
|
}
|
2026-01-31 11:13:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDL2Renderer::drawTriangles(const float* vertices, size_t vertexCount,
|
|
|
|
|
const float* colors, const float* texCoords,
|
|
|
|
|
unsigned int textureId) {
|
|
|
|
|
if (vertexCount == 0) return;
|
|
|
|
|
|
|
|
|
|
unsigned int program = textureId ? spriteProgram_ : shapeProgram_;
|
|
|
|
|
glUseProgram(program);
|
|
|
|
|
|
|
|
|
|
// Set projection uniform
|
|
|
|
|
int projLoc = glGetUniformLocation(program, "u_projection");
|
|
|
|
|
glUniformMatrix4fv(projLoc, 1, GL_FALSE, projectionMatrix_);
|
|
|
|
|
|
|
|
|
|
// Enable blending
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
|
|
// Set up vertex attributes
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
|
|
|
|
|
|
|
|
|
if (colors) {
|
|
|
|
|
glEnableVertexAttribArray(1);
|
|
|
|
|
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, colors);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (texCoords && textureId) {
|
|
|
|
|
glEnableVertexAttribArray(2);
|
|
|
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
|
|
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureId);
|
|
|
|
|
int texLoc = glGetUniformLocation(program, "u_texture");
|
|
|
|
|
glUniform1i(texLoc, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, vertexCount);
|
|
|
|
|
|
|
|
|
|
// Clean up
|
|
|
|
|
glDisableVertexAttribArray(0);
|
|
|
|
|
if (colors) glDisableVertexAttribArray(1);
|
|
|
|
|
if (texCoords && textureId) glDisableVertexAttribArray(2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// sf::RenderWindow Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
RenderWindow::~RenderWindow() {
|
|
|
|
|
close();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::create(VideoMode mode, const std::string& title, uint32_t style) {
|
|
|
|
|
// Close any existing window
|
|
|
|
|
close();
|
|
|
|
|
|
|
|
|
|
// Initialize SDL2 renderer
|
|
|
|
|
if (!SDL2Renderer::getInstance().init()) {
|
|
|
|
|
std::cerr << "RenderWindow: Failed to initialize SDL2Renderer" << std::endl;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set OpenGL attributes for ES2/WebGL compatibility
|
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
|
|
|
|
#else
|
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
|
|
|
|
#endif
|
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
|
|
|
|
|
|
|
|
|
|
// Convert sf::Style to SDL window flags
|
|
|
|
|
Uint32 sdlFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
|
|
|
|
|
if (style & Style::Fullscreen) {
|
|
|
|
|
sdlFlags |= SDL_WINDOW_FULLSCREEN;
|
|
|
|
|
}
|
|
|
|
|
if (style & Style::Resize) {
|
|
|
|
|
sdlFlags |= SDL_WINDOW_RESIZABLE;
|
|
|
|
|
}
|
|
|
|
|
if (!(style & Style::Titlebar)) {
|
|
|
|
|
sdlFlags |= SDL_WINDOW_BORDERLESS;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef __EMSCRIPTEN__
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
// For Emscripten, tell SDL2 which canvas element to use
|
|
|
|
|
// SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR = "SDL_EMSCRIPTEN_CANVAS_SELECTOR"
|
|
|
|
|
SDL_SetHint("SDL_EMSCRIPTEN_CANVAS_SELECTOR", "#canvas");
|
|
|
|
|
|
|
|
|
|
// Set the canvas size explicitly before creating the window
|
2026-01-31 11:13:15 -05:00
|
|
|
emscripten_set_canvas_element_size("#canvas", mode.width, mode.height);
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
|
|
|
|
|
std::cout << "Emscripten: Setting canvas to " << mode.width << "x" << mode.height << std::endl;
|
2026-01-31 11:13:15 -05:00
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// Create window
|
|
|
|
|
SDL_Window* window = SDL_CreateWindow(
|
|
|
|
|
title.c_str(),
|
|
|
|
|
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
|
|
|
|
mode.width, mode.height,
|
|
|
|
|
sdlFlags
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
if (!window) {
|
|
|
|
|
std::cerr << "RenderWindow: Failed to create window: " << SDL_GetError() << std::endl;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create OpenGL context
|
|
|
|
|
SDL_GLContext context = SDL_GL_CreateContext(window);
|
|
|
|
|
if (!context) {
|
|
|
|
|
std::cerr << "RenderWindow: Failed to create GL context: " << SDL_GetError() << std::endl;
|
|
|
|
|
SDL_DestroyWindow(window);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sdlWindow_ = window;
|
|
|
|
|
glContext_ = context;
|
|
|
|
|
size_ = Vector2u(mode.width, mode.height);
|
|
|
|
|
title_ = title;
|
|
|
|
|
open_ = true;
|
|
|
|
|
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
|
|
// Force canvas size AFTER SDL window creation (SDL may have reset it)
|
|
|
|
|
emscripten_set_canvas_element_size("#canvas", mode.width, mode.height);
|
|
|
|
|
|
|
|
|
|
// Also set the CSS size to match
|
|
|
|
|
EM_ASM({
|
|
|
|
|
var canvas = document.getElementById('canvas');
|
|
|
|
|
if (canvas) {
|
|
|
|
|
canvas.width = $0;
|
|
|
|
|
canvas.height = $1;
|
|
|
|
|
canvas.style.width = $0 + 'px';
|
|
|
|
|
canvas.style.height = $1 + 'px';
|
|
|
|
|
console.log('EM_ASM: Set canvas to ' + $0 + 'x' + $1);
|
|
|
|
|
} else {
|
|
|
|
|
console.error('EM_ASM: Canvas element not found!');
|
|
|
|
|
}
|
|
|
|
|
}, mode.width, mode.height);
|
|
|
|
|
|
|
|
|
|
// Re-make context current after canvas resize
|
|
|
|
|
SDL_GL_MakeCurrent(window, context);
|
|
|
|
|
#endif
|
|
|
|
|
|
2026-01-31 11:13:15 -05:00
|
|
|
// Initialize OpenGL resources now that we have a context
|
|
|
|
|
if (!SDL2Renderer::getInstance().initGL()) {
|
|
|
|
|
std::cerr << "RenderWindow: Failed to initialize OpenGL resources" << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set up initial view
|
|
|
|
|
view_ = View(FloatRect(0, 0, static_cast<float>(mode.width), static_cast<float>(mode.height)));
|
|
|
|
|
defaultView_ = view_;
|
|
|
|
|
|
|
|
|
|
// Set up OpenGL state
|
|
|
|
|
glViewport(0, 0, mode.width, mode.height);
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
std::cout << "GL viewport set to " << mode.width << "x" << mode.height << std::endl;
|
|
|
|
|
|
|
|
|
|
GLenum err = glGetError();
|
|
|
|
|
if (err != GL_NO_ERROR) {
|
|
|
|
|
std::cerr << "GL error after viewport: " << err << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-31 11:13:15 -05:00
|
|
|
SDL2Renderer::getInstance().setProjection(0, mode.width, mode.height, 0);
|
|
|
|
|
|
|
|
|
|
// Enable blending for transparency
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
|
|
// Initial clear to a visible color to confirm GL is working
|
|
|
|
|
glClearColor(0.2f, 0.3f, 0.4f, 1.0f); // Blue-gray
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
|
|
|
|
|
err = glGetError();
|
|
|
|
|
if (err != GL_NO_ERROR) {
|
|
|
|
|
std::cerr << "GL error after clear: " << err << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-31 11:13:15 -05:00
|
|
|
SDL_GL_SwapWindow(window);
|
|
|
|
|
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
err = glGetError();
|
|
|
|
|
if (err != GL_NO_ERROR) {
|
|
|
|
|
std::cerr << "GL error after swap: " << err << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-31 11:13:15 -05:00
|
|
|
std::cout << "RenderWindow: Created " << mode.width << "x" << mode.height << " window" << std::endl;
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
std::cout << "WebGL context should now show blue-gray" << std::endl;
|
2026-01-31 11:13:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::close() {
|
|
|
|
|
if (glContext_) {
|
|
|
|
|
SDL_GL_DeleteContext(static_cast<SDL_GLContext>(glContext_));
|
|
|
|
|
glContext_ = nullptr;
|
|
|
|
|
}
|
|
|
|
|
if (sdlWindow_) {
|
|
|
|
|
SDL_DestroyWindow(static_cast<SDL_Window*>(sdlWindow_));
|
|
|
|
|
sdlWindow_ = nullptr;
|
|
|
|
|
}
|
|
|
|
|
open_ = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::clear(const Color& color) {
|
|
|
|
|
SDL2Renderer::getInstance().clear(
|
|
|
|
|
color.r / 255.0f,
|
|
|
|
|
color.g / 255.0f,
|
|
|
|
|
color.b / 255.0f,
|
|
|
|
|
color.a / 255.0f
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::display() {
|
|
|
|
|
SDL_GL_SwapWindow(static_cast<SDL_Window*>(sdlWindow_));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setTitle(const std::string& title) {
|
|
|
|
|
title_ = title;
|
|
|
|
|
if (sdlWindow_) {
|
|
|
|
|
SDL_SetWindowTitle(static_cast<SDL_Window*>(sdlWindow_), title.c_str());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setFramerateLimit(unsigned int limit) {
|
|
|
|
|
// SDL2 doesn't have built-in framerate limiting
|
|
|
|
|
// We'd need to implement this manually with timing
|
|
|
|
|
// For now, VSync is the recommended approach
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setVerticalSyncEnabled(bool enabled) {
|
|
|
|
|
SDL_GL_SetSwapInterval(enabled ? 1 : 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setVisible(bool visible) {
|
|
|
|
|
if (sdlWindow_) {
|
|
|
|
|
if (visible) {
|
|
|
|
|
SDL_ShowWindow(static_cast<SDL_Window*>(sdlWindow_));
|
|
|
|
|
} else {
|
|
|
|
|
SDL_HideWindow(static_cast<SDL_Window*>(sdlWindow_));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setMouseCursorVisible(bool visible) {
|
|
|
|
|
SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setMouseCursorGrabbed(bool grabbed) {
|
|
|
|
|
if (sdlWindow_) {
|
|
|
|
|
SDL_SetWindowGrab(static_cast<SDL_Window*>(sdlWindow_), grabbed ? SDL_TRUE : SDL_FALSE);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vector2i RenderWindow::getPosition() const {
|
|
|
|
|
int x = 0, y = 0;
|
|
|
|
|
if (sdlWindow_) {
|
|
|
|
|
SDL_GetWindowPosition(static_cast<SDL_Window*>(sdlWindow_), &x, &y);
|
|
|
|
|
}
|
|
|
|
|
return Vector2i(x, y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setPosition(const Vector2i& position) {
|
|
|
|
|
if (sdlWindow_) {
|
|
|
|
|
SDL_SetWindowPosition(static_cast<SDL_Window*>(sdlWindow_), position.x, position.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderWindow::setSize(const Vector2u& size) {
|
|
|
|
|
size_ = size;
|
|
|
|
|
if (sdlWindow_) {
|
|
|
|
|
SDL_SetWindowSize(static_cast<SDL_Window*>(sdlWindow_), size.x, size.y);
|
|
|
|
|
glViewport(0, 0, size.x, size.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Event polling - translate SDL events to sf::Event
|
|
|
|
|
bool RenderWindow::pollEvent(Event& event) {
|
|
|
|
|
SDL_Event sdlEvent;
|
|
|
|
|
while (SDL_PollEvent(&sdlEvent)) {
|
|
|
|
|
if (translateSDLEvent(&sdlEvent, &event)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool RenderWindow::waitEvent(Event& event) {
|
|
|
|
|
SDL_Event sdlEvent;
|
|
|
|
|
if (SDL_WaitEvent(&sdlEvent)) {
|
|
|
|
|
return translateSDLEvent(&sdlEvent, &event);
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// VideoMode Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
VideoMode VideoMode::getDesktopMode() {
|
|
|
|
|
SDL_DisplayMode mode;
|
|
|
|
|
if (SDL_GetDesktopDisplayMode(0, &mode) == 0) {
|
|
|
|
|
return VideoMode(mode.w, mode.h, SDL_BITSPERPIXEL(mode.format));
|
|
|
|
|
}
|
|
|
|
|
return VideoMode(1920, 1080, 32);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const std::vector<VideoMode>& VideoMode::getFullscreenModes() {
|
|
|
|
|
static std::vector<VideoMode> modes;
|
|
|
|
|
static bool initialized = false;
|
|
|
|
|
|
|
|
|
|
if (!initialized) {
|
|
|
|
|
int numModes = SDL_GetNumDisplayModes(0);
|
|
|
|
|
for (int i = 0; i < numModes; ++i) {
|
|
|
|
|
SDL_DisplayMode mode;
|
|
|
|
|
if (SDL_GetDisplayMode(0, i, &mode) == 0) {
|
|
|
|
|
modes.push_back(VideoMode(mode.w, mode.h, SDL_BITSPERPIXEL(mode.format)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
initialized = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return modes;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// Event Translation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
// SDL scancode to sf::Keyboard::Key mapping table
|
|
|
|
|
static const Keyboard::Key SDL_SCANCODE_TO_SF_KEY[] = {
|
|
|
|
|
// This is a simplified mapping - full implementation would have all keys
|
|
|
|
|
Keyboard::Unknown // Placeholder
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
bool translateSDLEvent(const void* sdlEventPtr, void* sfEventPtr) {
|
|
|
|
|
const SDL_Event& sdlEvent = *static_cast<const SDL_Event*>(sdlEventPtr);
|
|
|
|
|
Event& sfEvent = *static_cast<Event*>(sfEventPtr);
|
|
|
|
|
|
|
|
|
|
switch (sdlEvent.type) {
|
|
|
|
|
case SDL_QUIT:
|
|
|
|
|
sfEvent.type = Event::Closed;
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
case SDL_WINDOWEVENT:
|
|
|
|
|
switch (sdlEvent.window.event) {
|
|
|
|
|
case SDL_WINDOWEVENT_RESIZED:
|
|
|
|
|
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
|
|
|
|
sfEvent.type = Event::Resized;
|
|
|
|
|
sfEvent.size.width = sdlEvent.window.data1;
|
|
|
|
|
sfEvent.size.height = sdlEvent.window.data2;
|
|
|
|
|
return true;
|
|
|
|
|
case SDL_WINDOWEVENT_FOCUS_GAINED:
|
|
|
|
|
sfEvent.type = Event::GainedFocus;
|
|
|
|
|
return true;
|
|
|
|
|
case SDL_WINDOWEVENT_FOCUS_LOST:
|
|
|
|
|
sfEvent.type = Event::LostFocus;
|
|
|
|
|
return true;
|
|
|
|
|
case SDL_WINDOWEVENT_ENTER:
|
|
|
|
|
sfEvent.type = Event::MouseEntered;
|
|
|
|
|
return true;
|
|
|
|
|
case SDL_WINDOWEVENT_LEAVE:
|
|
|
|
|
sfEvent.type = Event::MouseLeft;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDL_KEYDOWN:
|
|
|
|
|
case SDL_KEYUP:
|
|
|
|
|
sfEvent.type = sdlEvent.type == SDL_KEYDOWN ? Event::KeyPressed : Event::KeyReleased;
|
|
|
|
|
sfEvent.key.code = static_cast<Keyboard::Key>(sdlScancodeToSfKey(sdlEvent.key.keysym.scancode));
|
|
|
|
|
sfEvent.key.alt = (sdlEvent.key.keysym.mod & KMOD_ALT) != 0;
|
|
|
|
|
sfEvent.key.control = (sdlEvent.key.keysym.mod & KMOD_CTRL) != 0;
|
|
|
|
|
sfEvent.key.shift = (sdlEvent.key.keysym.mod & KMOD_SHIFT) != 0;
|
|
|
|
|
sfEvent.key.system = (sdlEvent.key.keysym.mod & KMOD_GUI) != 0;
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
case SDL_TEXTINPUT:
|
|
|
|
|
sfEvent.type = Event::TextEntered;
|
|
|
|
|
// Convert UTF-8 to single codepoint (simplified - only handles ASCII and simple UTF-8)
|
|
|
|
|
sfEvent.text.unicode = static_cast<unsigned char>(sdlEvent.text.text[0]);
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
case SDL_MOUSEMOTION:
|
|
|
|
|
sfEvent.type = Event::MouseMoved;
|
|
|
|
|
sfEvent.mouseMove.x = sdlEvent.motion.x;
|
|
|
|
|
sfEvent.mouseMove.y = sdlEvent.motion.y;
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
|
|
|
case SDL_MOUSEBUTTONUP:
|
|
|
|
|
sfEvent.type = sdlEvent.type == SDL_MOUSEBUTTONDOWN ? Event::MouseButtonPressed : Event::MouseButtonReleased;
|
|
|
|
|
sfEvent.mouseButton.button = static_cast<Mouse::Button>(sdlButtonToSfButton(sdlEvent.button.button));
|
|
|
|
|
sfEvent.mouseButton.x = sdlEvent.button.x;
|
|
|
|
|
sfEvent.mouseButton.y = sdlEvent.button.y;
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
case SDL_MOUSEWHEEL:
|
|
|
|
|
sfEvent.type = Event::MouseWheelScrolled;
|
|
|
|
|
sfEvent.mouseWheelScroll.wheel = sdlEvent.wheel.x != 0 ? Mouse::HorizontalWheel : Mouse::VerticalWheel;
|
|
|
|
|
sfEvent.mouseWheelScroll.delta = sdlEvent.wheel.x != 0 ? sdlEvent.wheel.x : sdlEvent.wheel.y;
|
|
|
|
|
// Get current mouse position
|
|
|
|
|
SDL_GetMouseState(&sfEvent.mouseWheelScroll.x, &sfEvent.mouseWheelScroll.y);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// Keyboard/Mouse Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
int sdlScancodeToSfKey(int sdlScancode) {
|
|
|
|
|
// Simplified mapping - covers most common keys
|
|
|
|
|
switch (sdlScancode) {
|
|
|
|
|
case SDL_SCANCODE_A: return Keyboard::A;
|
|
|
|
|
case SDL_SCANCODE_B: return Keyboard::B;
|
|
|
|
|
case SDL_SCANCODE_C: return Keyboard::C;
|
|
|
|
|
case SDL_SCANCODE_D: return Keyboard::D;
|
|
|
|
|
case SDL_SCANCODE_E: return Keyboard::E;
|
|
|
|
|
case SDL_SCANCODE_F: return Keyboard::F;
|
|
|
|
|
case SDL_SCANCODE_G: return Keyboard::G;
|
|
|
|
|
case SDL_SCANCODE_H: return Keyboard::H;
|
|
|
|
|
case SDL_SCANCODE_I: return Keyboard::I;
|
|
|
|
|
case SDL_SCANCODE_J: return Keyboard::J;
|
|
|
|
|
case SDL_SCANCODE_K: return Keyboard::K;
|
|
|
|
|
case SDL_SCANCODE_L: return Keyboard::L;
|
|
|
|
|
case SDL_SCANCODE_M: return Keyboard::M;
|
|
|
|
|
case SDL_SCANCODE_N: return Keyboard::N;
|
|
|
|
|
case SDL_SCANCODE_O: return Keyboard::O;
|
|
|
|
|
case SDL_SCANCODE_P: return Keyboard::P;
|
|
|
|
|
case SDL_SCANCODE_Q: return Keyboard::Q;
|
|
|
|
|
case SDL_SCANCODE_R: return Keyboard::R;
|
|
|
|
|
case SDL_SCANCODE_S: return Keyboard::S;
|
|
|
|
|
case SDL_SCANCODE_T: return Keyboard::T;
|
|
|
|
|
case SDL_SCANCODE_U: return Keyboard::U;
|
|
|
|
|
case SDL_SCANCODE_V: return Keyboard::V;
|
|
|
|
|
case SDL_SCANCODE_W: return Keyboard::W;
|
|
|
|
|
case SDL_SCANCODE_X: return Keyboard::X;
|
|
|
|
|
case SDL_SCANCODE_Y: return Keyboard::Y;
|
|
|
|
|
case SDL_SCANCODE_Z: return Keyboard::Z;
|
|
|
|
|
case SDL_SCANCODE_0: return Keyboard::Num0;
|
|
|
|
|
case SDL_SCANCODE_1: return Keyboard::Num1;
|
|
|
|
|
case SDL_SCANCODE_2: return Keyboard::Num2;
|
|
|
|
|
case SDL_SCANCODE_3: return Keyboard::Num3;
|
|
|
|
|
case SDL_SCANCODE_4: return Keyboard::Num4;
|
|
|
|
|
case SDL_SCANCODE_5: return Keyboard::Num5;
|
|
|
|
|
case SDL_SCANCODE_6: return Keyboard::Num6;
|
|
|
|
|
case SDL_SCANCODE_7: return Keyboard::Num7;
|
|
|
|
|
case SDL_SCANCODE_8: return Keyboard::Num8;
|
|
|
|
|
case SDL_SCANCODE_9: return Keyboard::Num9;
|
|
|
|
|
case SDL_SCANCODE_ESCAPE: return Keyboard::Escape;
|
|
|
|
|
case SDL_SCANCODE_LCTRL: return Keyboard::LControl;
|
|
|
|
|
case SDL_SCANCODE_LSHIFT: return Keyboard::LShift;
|
|
|
|
|
case SDL_SCANCODE_LALT: return Keyboard::LAlt;
|
|
|
|
|
case SDL_SCANCODE_LGUI: return Keyboard::LSystem;
|
|
|
|
|
case SDL_SCANCODE_RCTRL: return Keyboard::RControl;
|
|
|
|
|
case SDL_SCANCODE_RSHIFT: return Keyboard::RShift;
|
|
|
|
|
case SDL_SCANCODE_RALT: return Keyboard::RAlt;
|
|
|
|
|
case SDL_SCANCODE_RGUI: return Keyboard::RSystem;
|
|
|
|
|
case SDL_SCANCODE_SPACE: return Keyboard::Space;
|
|
|
|
|
case SDL_SCANCODE_RETURN: return Keyboard::Enter;
|
|
|
|
|
case SDL_SCANCODE_BACKSPACE: return Keyboard::Backspace;
|
|
|
|
|
case SDL_SCANCODE_TAB: return Keyboard::Tab;
|
|
|
|
|
case SDL_SCANCODE_LEFT: return Keyboard::Left;
|
|
|
|
|
case SDL_SCANCODE_RIGHT: return Keyboard::Right;
|
|
|
|
|
case SDL_SCANCODE_UP: return Keyboard::Up;
|
|
|
|
|
case SDL_SCANCODE_DOWN: return Keyboard::Down;
|
|
|
|
|
case SDL_SCANCODE_F1: return Keyboard::F1;
|
|
|
|
|
case SDL_SCANCODE_F2: return Keyboard::F2;
|
|
|
|
|
case SDL_SCANCODE_F3: return Keyboard::F3;
|
|
|
|
|
case SDL_SCANCODE_F4: return Keyboard::F4;
|
|
|
|
|
case SDL_SCANCODE_F5: return Keyboard::F5;
|
|
|
|
|
case SDL_SCANCODE_F6: return Keyboard::F6;
|
|
|
|
|
case SDL_SCANCODE_F7: return Keyboard::F7;
|
|
|
|
|
case SDL_SCANCODE_F8: return Keyboard::F8;
|
|
|
|
|
case SDL_SCANCODE_F9: return Keyboard::F9;
|
|
|
|
|
case SDL_SCANCODE_F10: return Keyboard::F10;
|
|
|
|
|
case SDL_SCANCODE_F11: return Keyboard::F11;
|
|
|
|
|
case SDL_SCANCODE_F12: return Keyboard::F12;
|
|
|
|
|
default: return Keyboard::Unknown;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int sfKeyToSdlScancode(int sfKey) {
|
|
|
|
|
// Reverse mapping (simplified)
|
|
|
|
|
switch (sfKey) {
|
|
|
|
|
case Keyboard::A: return SDL_SCANCODE_A;
|
|
|
|
|
case Keyboard::W: return SDL_SCANCODE_W;
|
|
|
|
|
case Keyboard::S: return SDL_SCANCODE_S;
|
|
|
|
|
case Keyboard::D: return SDL_SCANCODE_D;
|
|
|
|
|
case Keyboard::Space: return SDL_SCANCODE_SPACE;
|
|
|
|
|
case Keyboard::Escape: return SDL_SCANCODE_ESCAPE;
|
|
|
|
|
// Add more as needed
|
|
|
|
|
default: return SDL_SCANCODE_UNKNOWN;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int sdlButtonToSfButton(int sdlButton) {
|
|
|
|
|
switch (sdlButton) {
|
|
|
|
|
case SDL_BUTTON_LEFT: return Mouse::Left;
|
|
|
|
|
case SDL_BUTTON_RIGHT: return Mouse::Right;
|
|
|
|
|
case SDL_BUTTON_MIDDLE: return Mouse::Middle;
|
|
|
|
|
case SDL_BUTTON_X1: return Mouse::XButton1;
|
|
|
|
|
case SDL_BUTTON_X2: return Mouse::XButton2;
|
|
|
|
|
default: return Mouse::Left;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int sfButtonToSdlButton(int sfButton) {
|
|
|
|
|
switch (sfButton) {
|
|
|
|
|
case Mouse::Left: return SDL_BUTTON_LEFT;
|
|
|
|
|
case Mouse::Right: return SDL_BUTTON_RIGHT;
|
|
|
|
|
case Mouse::Middle: return SDL_BUTTON_MIDDLE;
|
|
|
|
|
case Mouse::XButton1: return SDL_BUTTON_X1;
|
|
|
|
|
case Mouse::XButton2: return SDL_BUTTON_X2;
|
|
|
|
|
default: return SDL_BUTTON_LEFT;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Keyboard::isKeyPressed(Key key) {
|
|
|
|
|
const Uint8* state = SDL_GetKeyboardState(nullptr);
|
|
|
|
|
int scancode = sfKeyToSdlScancode(key);
|
|
|
|
|
return scancode != SDL_SCANCODE_UNKNOWN && state[scancode];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Mouse::isButtonPressed(Button button) {
|
|
|
|
|
Uint32 state = SDL_GetMouseState(nullptr, nullptr);
|
|
|
|
|
return state & SDL_BUTTON(sfButtonToSdlButton(button));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vector2i Mouse::getPosition() {
|
|
|
|
|
int x, y;
|
|
|
|
|
SDL_GetMouseState(&x, &y);
|
|
|
|
|
return Vector2i(x, y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vector2i Mouse::getPosition(const RenderWindow& relativeTo) {
|
|
|
|
|
// For now, same as global position (would need window-relative in multi-window setup)
|
|
|
|
|
return getPosition();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Mouse::setPosition(const Vector2i& position) {
|
|
|
|
|
SDL_WarpMouseGlobal(position.x, position.y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Mouse::setPosition(const Vector2i& position, const RenderWindow& relativeTo) {
|
|
|
|
|
SDL_WarpMouseInWindow(
|
|
|
|
|
static_cast<SDL_Window*>(relativeTo.getNativeWindowHandle()),
|
|
|
|
|
position.x, position.y
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// RenderTarget Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
void RenderTarget::clear(const Color& color) {
|
|
|
|
|
SDL2Renderer::getInstance().clear(
|
|
|
|
|
color.r / 255.0f,
|
|
|
|
|
color.g / 255.0f,
|
|
|
|
|
color.b / 255.0f,
|
|
|
|
|
color.a / 255.0f
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderTarget::draw(const Vertex* vertices, size_t vertexCount, PrimitiveType type, const RenderStates& states) {
|
|
|
|
|
// TODO: Implement with proper vertex buffer handling
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderTarget::draw(const VertexArray& vertices, const RenderStates& states) {
|
|
|
|
|
draw(&vertices[0], vertices.getVertexCount(), vertices.getPrimitiveType(), states);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// RenderTexture Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
RenderTexture::~RenderTexture() {
|
|
|
|
|
if (fboId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteFBO(fboId_);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool RenderTexture::create(unsigned int width, unsigned int height) {
|
|
|
|
|
size_ = Vector2u(width, height);
|
|
|
|
|
|
|
|
|
|
unsigned int colorTexture = 0;
|
|
|
|
|
fboId_ = SDL2Renderer::getInstance().createFBO(width, height, colorTexture);
|
|
|
|
|
|
|
|
|
|
if (!fboId_) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set up internal texture to point to FBO color attachment
|
|
|
|
|
texture_.setNativeHandle(colorTexture);
|
|
|
|
|
|
|
|
|
|
view_ = View(FloatRect(0, 0, static_cast<float>(width), static_cast<float>(height)));
|
|
|
|
|
defaultView_ = view_;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderTexture::clear(const Color& color) {
|
|
|
|
|
SDL2Renderer::getInstance().bindFBO(fboId_);
|
|
|
|
|
RenderTarget::clear(color);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RenderTexture::display() {
|
|
|
|
|
SDL2Renderer::getInstance().unbindFBO();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// Texture Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
Texture::~Texture() {
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteTexture(textureId_);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Texture::Texture(const Texture& other)
|
|
|
|
|
: size_(other.size_), smooth_(other.smooth_), repeated_(other.repeated_) {
|
|
|
|
|
if (other.textureId_) {
|
|
|
|
|
// Create new texture with same properties
|
|
|
|
|
textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, nullptr);
|
|
|
|
|
// Note: Would need to copy pixel data for full implementation
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Texture& Texture::operator=(const Texture& other) {
|
|
|
|
|
if (this != &other) {
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteTexture(textureId_);
|
|
|
|
|
}
|
|
|
|
|
size_ = other.size_;
|
|
|
|
|
smooth_ = other.smooth_;
|
|
|
|
|
repeated_ = other.repeated_;
|
|
|
|
|
if (other.textureId_) {
|
|
|
|
|
textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, nullptr);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Texture::create(unsigned int width, unsigned int height) {
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteTexture(textureId_);
|
|
|
|
|
}
|
|
|
|
|
size_ = Vector2u(width, height);
|
|
|
|
|
textureId_ = SDL2Renderer::getInstance().createTexture(width, height, nullptr);
|
|
|
|
|
return textureId_ != 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Texture::loadFromFile(const std::string& filename) {
|
|
|
|
|
int width, height, channels;
|
|
|
|
|
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &channels, 4);
|
|
|
|
|
|
|
|
|
|
if (!data) {
|
|
|
|
|
std::cerr << "Texture: Failed to load " << filename << ": " << stbi_failure_reason() << std::endl;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteTexture(textureId_);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
size_ = Vector2u(width, height);
|
|
|
|
|
textureId_ = SDL2Renderer::getInstance().createTexture(width, height, data);
|
|
|
|
|
|
|
|
|
|
stbi_image_free(data);
|
|
|
|
|
return textureId_ != 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Texture::loadFromMemory(const void* data, size_t size) {
|
|
|
|
|
int width, height, channels;
|
|
|
|
|
unsigned char* pixels = stbi_load_from_memory(
|
|
|
|
|
static_cast<const unsigned char*>(data), size, &width, &height, &channels, 4);
|
|
|
|
|
|
|
|
|
|
if (!pixels) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteTexture(textureId_);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
size_ = Vector2u(width, height);
|
|
|
|
|
textureId_ = SDL2Renderer::getInstance().createTexture(width, height, pixels);
|
|
|
|
|
|
|
|
|
|
stbi_image_free(pixels);
|
|
|
|
|
return textureId_ != 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Texture::setSmooth(bool smooth) {
|
|
|
|
|
smooth_ = smooth;
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().setTextureSmooth(textureId_, smooth);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Texture::setRepeated(bool repeated) {
|
|
|
|
|
repeated_ = repeated;
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().setTextureRepeated(textureId_, repeated);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Image Texture::copyToImage() const {
|
|
|
|
|
Image img;
|
|
|
|
|
img.create(size_.x, size_.y);
|
|
|
|
|
// TODO: Read back from GPU texture
|
|
|
|
|
return img;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Texture::update(const RenderWindow& window) {
|
|
|
|
|
// TODO: Copy window contents to texture
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Texture::update(const Uint8* pixels) {
|
|
|
|
|
if (textureId_ && pixels) {
|
|
|
|
|
SDL2Renderer::getInstance().updateTexture(textureId_, 0, 0, size_.x, size_.y, pixels);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Texture::update(const Uint8* pixels, unsigned int width, unsigned int height, unsigned int x, unsigned int y) {
|
|
|
|
|
if (textureId_ && pixels) {
|
|
|
|
|
SDL2Renderer::getInstance().updateTexture(textureId_, x, y, width, height, pixels);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// Image Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
bool Image::loadFromFile(const std::string& filename) {
|
|
|
|
|
int width, height, channels;
|
|
|
|
|
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &channels, 4);
|
|
|
|
|
|
|
|
|
|
if (!data) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
size_ = Vector2u(width, height);
|
|
|
|
|
pixels_.resize(width * height * 4);
|
|
|
|
|
memcpy(pixels_.data(), data, pixels_.size());
|
|
|
|
|
|
|
|
|
|
stbi_image_free(data);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Image::saveToFile(const std::string& filename) const {
|
|
|
|
|
// TODO: Use stb_image_write
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// Font Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
bool Font::loadFromFile(const std::string& filename) {
|
|
|
|
|
FILE* file = fopen(filename.c_str(), "rb");
|
|
|
|
|
if (!file) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fseek(file, 0, SEEK_END);
|
|
|
|
|
size_t size = ftell(file);
|
|
|
|
|
fseek(file, 0, SEEK_SET);
|
|
|
|
|
|
|
|
|
|
fontData_.resize(size);
|
|
|
|
|
fread(fontData_.data(), 1, size, file);
|
|
|
|
|
fclose(file);
|
|
|
|
|
|
|
|
|
|
loaded_ = true;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Font::loadFromMemory(const void* data, size_t sizeInBytes) {
|
|
|
|
|
fontData_.resize(sizeInBytes);
|
|
|
|
|
memcpy(fontData_.data(), data, sizeInBytes);
|
|
|
|
|
loaded_ = true;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// Shape Drawing (Stubs - implement with vertex generation)
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
void Shape::draw(RenderTarget& target, RenderStates states) const {
|
Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
|
|
|
size_t pointCount = getPointCount();
|
|
|
|
|
if (pointCount < 3) return;
|
|
|
|
|
|
|
|
|
|
// Get the combined transform
|
|
|
|
|
Transform combinedTransform = states.transform * getTransform();
|
|
|
|
|
|
|
|
|
|
// Build vertex data for fill (triangle fan from center)
|
|
|
|
|
std::vector<float> vertices;
|
|
|
|
|
std::vector<float> colors;
|
|
|
|
|
|
|
|
|
|
// Calculate center point
|
|
|
|
|
Vector2f center(0, 0);
|
|
|
|
|
for (size_t i = 0; i < pointCount; ++i) {
|
|
|
|
|
center.x += getPoint(i).x;
|
|
|
|
|
center.y += getPoint(i).y;
|
|
|
|
|
}
|
|
|
|
|
center.x /= pointCount;
|
|
|
|
|
center.y /= pointCount;
|
|
|
|
|
|
|
|
|
|
// Transform center
|
|
|
|
|
Vector2f transformedCenter = combinedTransform.transformPoint(center);
|
|
|
|
|
|
|
|
|
|
// Build triangles (fan from center)
|
|
|
|
|
Color fill = getFillColor();
|
|
|
|
|
float fr = fill.r / 255.0f;
|
|
|
|
|
float fg = fill.g / 255.0f;
|
|
|
|
|
float fb = fill.b / 255.0f;
|
|
|
|
|
float fa = fill.a / 255.0f;
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i < pointCount; ++i) {
|
|
|
|
|
size_t next = (i + 1) % pointCount;
|
|
|
|
|
|
|
|
|
|
Vector2f p1 = combinedTransform.transformPoint(getPoint(i));
|
|
|
|
|
Vector2f p2 = combinedTransform.transformPoint(getPoint(next));
|
|
|
|
|
|
|
|
|
|
// Triangle: center, p1, p2
|
|
|
|
|
vertices.push_back(transformedCenter.x);
|
|
|
|
|
vertices.push_back(transformedCenter.y);
|
|
|
|
|
vertices.push_back(p1.x);
|
|
|
|
|
vertices.push_back(p1.y);
|
|
|
|
|
vertices.push_back(p2.x);
|
|
|
|
|
vertices.push_back(p2.y);
|
|
|
|
|
|
|
|
|
|
// Colors for each vertex
|
|
|
|
|
for (int v = 0; v < 3; ++v) {
|
|
|
|
|
colors.push_back(fr);
|
|
|
|
|
colors.push_back(fg);
|
|
|
|
|
colors.push_back(fb);
|
|
|
|
|
colors.push_back(fa);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw fill
|
|
|
|
|
if (fill.a > 0 && !vertices.empty()) {
|
|
|
|
|
SDL2Renderer::getInstance().drawTriangles(
|
|
|
|
|
vertices.data(), vertices.size() / 2,
|
|
|
|
|
colors.data(), nullptr, 0
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw outline if thickness > 0
|
|
|
|
|
float outlineThickness = getOutlineThickness();
|
|
|
|
|
if (outlineThickness > 0) {
|
|
|
|
|
Color outline = getOutlineColor();
|
|
|
|
|
if (outline.a > 0) {
|
|
|
|
|
float or_ = outline.r / 255.0f;
|
|
|
|
|
float og = outline.g / 255.0f;
|
|
|
|
|
float ob = outline.b / 255.0f;
|
|
|
|
|
float oa = outline.a / 255.0f;
|
|
|
|
|
|
|
|
|
|
// Build outline as quads (two triangles per edge)
|
|
|
|
|
vertices.clear();
|
|
|
|
|
colors.clear();
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i < pointCount; ++i) {
|
|
|
|
|
size_t next = (i + 1) % pointCount;
|
|
|
|
|
|
|
|
|
|
Vector2f p1 = combinedTransform.transformPoint(getPoint(i));
|
|
|
|
|
Vector2f p2 = combinedTransform.transformPoint(getPoint(next));
|
|
|
|
|
|
|
|
|
|
// Calculate normal direction
|
|
|
|
|
Vector2f dir(p2.x - p1.x, p2.y - p1.y);
|
|
|
|
|
float len = std::sqrt(dir.x * dir.x + dir.y * dir.y);
|
|
|
|
|
if (len > 0) {
|
|
|
|
|
dir.x /= len;
|
|
|
|
|
dir.y /= len;
|
|
|
|
|
}
|
|
|
|
|
Vector2f normal(-dir.y * outlineThickness, dir.x * outlineThickness);
|
|
|
|
|
|
|
|
|
|
// Outer points
|
|
|
|
|
Vector2f p1o(p1.x + normal.x, p1.y + normal.y);
|
|
|
|
|
Vector2f p2o(p2.x + normal.x, p2.y + normal.y);
|
|
|
|
|
|
|
|
|
|
// Two triangles for quad
|
|
|
|
|
// Triangle 1: p1, p2, p1o
|
|
|
|
|
vertices.push_back(p1.x); vertices.push_back(p1.y);
|
|
|
|
|
vertices.push_back(p2.x); vertices.push_back(p2.y);
|
|
|
|
|
vertices.push_back(p1o.x); vertices.push_back(p1o.y);
|
|
|
|
|
// Triangle 2: p2, p2o, p1o
|
|
|
|
|
vertices.push_back(p2.x); vertices.push_back(p2.y);
|
|
|
|
|
vertices.push_back(p2o.x); vertices.push_back(p2o.y);
|
|
|
|
|
vertices.push_back(p1o.x); vertices.push_back(p1o.y);
|
|
|
|
|
|
|
|
|
|
for (int v = 0; v < 6; ++v) {
|
|
|
|
|
colors.push_back(or_);
|
|
|
|
|
colors.push_back(og);
|
|
|
|
|
colors.push_back(ob);
|
|
|
|
|
colors.push_back(oa);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!vertices.empty()) {
|
|
|
|
|
SDL2Renderer::getInstance().drawTriangles(
|
|
|
|
|
vertices.data(), vertices.size() / 2,
|
|
|
|
|
colors.data(), nullptr, 0
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-01-31 11:13:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VertexArray::draw(RenderTarget& target, RenderStates states) const {
|
|
|
|
|
// TODO: Draw using SDL2Renderer
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Sprite::draw(RenderTarget& target, RenderStates states) const {
|
|
|
|
|
// TODO: Draw textured quad
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Text::draw(RenderTarget& target, RenderStates states) const {
|
|
|
|
|
// TODO: Draw text using font atlas
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// Shader Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
Shader::~Shader() {
|
|
|
|
|
if (programId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteShaderProgram(programId_);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Shader::loadFromFile(const std::string& filename, Type type) {
|
|
|
|
|
// TODO: Load shader from file
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Shader::loadFromFile(const std::string& vertexFile, const std::string& fragmentFile) {
|
|
|
|
|
// TODO: Load shaders from files
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Shader::loadFromMemory(const std::string& shader, Type type) {
|
|
|
|
|
// For fragment-only shaders, use default vertex shader
|
|
|
|
|
if (type == Fragment) {
|
|
|
|
|
std::string defaultVertex = R"(
|
|
|
|
|
attribute vec2 a_position;
|
|
|
|
|
attribute vec4 a_color;
|
|
|
|
|
attribute vec2 a_texcoord;
|
|
|
|
|
uniform mat4 u_projection;
|
|
|
|
|
varying vec4 v_color;
|
|
|
|
|
varying vec2 v_texcoord;
|
|
|
|
|
void main() {
|
|
|
|
|
gl_Position = u_projection * vec4(a_position, 0.0, 1.0);
|
|
|
|
|
v_color = a_color;
|
|
|
|
|
v_texcoord = a_texcoord;
|
|
|
|
|
}
|
|
|
|
|
)";
|
|
|
|
|
programId_ = SDL2Renderer::getInstance().compileShader(defaultVertex, shader);
|
|
|
|
|
loaded_ = programId_ != 0;
|
|
|
|
|
return loaded_;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Shader::setUniform(const std::string& name, float x) {
|
|
|
|
|
if (programId_) {
|
|
|
|
|
glUseProgram(programId_);
|
|
|
|
|
int loc = glGetUniformLocation(programId_, name.c_str());
|
|
|
|
|
if (loc >= 0) glUniform1f(loc, x);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Shader::setUniform(const std::string& name, const Vector2f& v) {
|
|
|
|
|
if (programId_) {
|
|
|
|
|
glUseProgram(programId_);
|
|
|
|
|
int loc = glGetUniformLocation(programId_, name.c_str());
|
|
|
|
|
if (loc >= 0) glUniform2f(loc, v.x, v.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Shader::setUniform(const std::string& name, const Color& color) {
|
|
|
|
|
if (programId_) {
|
|
|
|
|
glUseProgram(programId_);
|
|
|
|
|
int loc = glGetUniformLocation(programId_, name.c_str());
|
|
|
|
|
if (loc >= 0) glUniform4f(loc, color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Shader::setUniform(const std::string& name, const Texture& texture) {
|
|
|
|
|
// Texture binding is handled during draw
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Shader::setUniform(const std::string& name, const Glsl::Vec3& v) {
|
|
|
|
|
if (programId_) {
|
|
|
|
|
glUseProgram(programId_);
|
|
|
|
|
int loc = glGetUniformLocation(programId_, name.c_str());
|
|
|
|
|
if (loc >= 0) glUniform3f(loc, v.x, v.y, v.z);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Shader::setUniform(const std::string& name, const Glsl::Vec4& v) {
|
|
|
|
|
if (programId_) {
|
|
|
|
|
glUseProgram(programId_);
|
|
|
|
|
int loc = glGetUniformLocation(programId_, name.c_str());
|
|
|
|
|
if (loc >= 0) glUniform4f(loc, v.x, v.y, v.z, v.w);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Shader::setUniform(const std::string& name, CurrentTextureType) {
|
|
|
|
|
// Handled during draw
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Shader::isAvailable() {
|
|
|
|
|
return SDL2Renderer::getInstance().isInitialized();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =============================================================================
|
|
|
|
|
// FontAtlas Implementation
|
|
|
|
|
// =============================================================================
|
|
|
|
|
|
|
|
|
|
FontAtlas::FontAtlas() = default;
|
|
|
|
|
|
|
|
|
|
FontAtlas::~FontAtlas() {
|
|
|
|
|
if (textureId_) {
|
|
|
|
|
SDL2Renderer::getInstance().deleteTexture(textureId_);
|
|
|
|
|
}
|
|
|
|
|
if (stbFontInfo_) {
|
|
|
|
|
delete static_cast<stbtt_fontinfo*>(stbFontInfo_);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool FontAtlas::load(const unsigned char* fontData, size_t dataSize, float fontSize) {
|
|
|
|
|
fontSize_ = fontSize;
|
|
|
|
|
|
|
|
|
|
stbtt_fontinfo* info = new stbtt_fontinfo();
|
|
|
|
|
if (!stbtt_InitFont(info, fontData, 0)) {
|
|
|
|
|
delete info;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
stbFontInfo_ = info;
|
|
|
|
|
|
|
|
|
|
// Get font metrics
|
|
|
|
|
int ascent, descent, lineGap;
|
|
|
|
|
stbtt_GetFontVMetrics(info, &ascent, &descent, &lineGap);
|
|
|
|
|
|
|
|
|
|
float scale = stbtt_ScaleForPixelHeight(info, fontSize);
|
|
|
|
|
ascent_ = ascent * scale;
|
|
|
|
|
descent_ = descent * scale;
|
|
|
|
|
lineHeight_ = (ascent - descent + lineGap) * scale;
|
|
|
|
|
|
|
|
|
|
// Create glyph atlas (simple ASCII for now)
|
|
|
|
|
const int atlasSize = 512;
|
|
|
|
|
std::vector<unsigned char> atlasPixels(atlasSize * atlasSize, 0);
|
|
|
|
|
|
|
|
|
|
int x = 1, y = 1;
|
|
|
|
|
int rowHeight = 0;
|
|
|
|
|
|
|
|
|
|
for (uint32_t c = 32; c < 128; ++c) {
|
|
|
|
|
int advance, lsb;
|
|
|
|
|
stbtt_GetCodepointHMetrics(info, c, &advance, &lsb);
|
|
|
|
|
|
|
|
|
|
int x0, y0, x1, y1;
|
|
|
|
|
stbtt_GetCodepointBitmapBox(info, c, scale, scale, &x0, &y0, &x1, &y1);
|
|
|
|
|
|
|
|
|
|
int w = x1 - x0;
|
|
|
|
|
int h = y1 - y0;
|
|
|
|
|
|
|
|
|
|
if (x + w + 1 >= atlasSize) {
|
|
|
|
|
x = 1;
|
|
|
|
|
y += rowHeight + 1;
|
|
|
|
|
rowHeight = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (y + h + 1 >= atlasSize) {
|
|
|
|
|
break; // Atlas full
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render glyph to atlas
|
|
|
|
|
stbtt_MakeCodepointBitmap(info, &atlasPixels[y * atlasSize + x], w, h, atlasSize, scale, scale, c);
|
|
|
|
|
|
|
|
|
|
GlyphInfo glyph;
|
|
|
|
|
glyph.u0 = x / (float)atlasSize;
|
|
|
|
|
glyph.v0 = y / (float)atlasSize;
|
|
|
|
|
glyph.u1 = (x + w) / (float)atlasSize;
|
|
|
|
|
glyph.v1 = (y + h) / (float)atlasSize;
|
|
|
|
|
glyph.xoff = x0;
|
|
|
|
|
glyph.yoff = y0;
|
|
|
|
|
glyph.xadvance = advance * scale;
|
|
|
|
|
glyph.width = w;
|
|
|
|
|
glyph.height = h;
|
|
|
|
|
|
|
|
|
|
glyphCache_[c] = glyph;
|
|
|
|
|
|
|
|
|
|
x += w + 1;
|
|
|
|
|
rowHeight = std::max(rowHeight, h);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Convert single-channel to RGBA
|
|
|
|
|
std::vector<unsigned char> rgbaPixels(atlasSize * atlasSize * 4);
|
|
|
|
|
for (int i = 0; i < atlasSize * atlasSize; ++i) {
|
|
|
|
|
rgbaPixels[i * 4 + 0] = 255;
|
|
|
|
|
rgbaPixels[i * 4 + 1] = 255;
|
|
|
|
|
rgbaPixels[i * 4 + 2] = 255;
|
|
|
|
|
rgbaPixels[i * 4 + 3] = atlasPixels[i];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
textureId_ = SDL2Renderer::getInstance().createTexture(atlasSize, atlasSize, rgbaPixels.data());
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool FontAtlas::getGlyph(uint32_t codepoint, GlyphInfo& info) const {
|
|
|
|
|
auto it = glyphCache_.find(codepoint);
|
|
|
|
|
if (it != glyphCache_.end()) {
|
|
|
|
|
info = it->second;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace sf
|
|
|
|
|
|
|
|
|
|
#endif // MCRF_SDL2
|