Commit graph

3 commits

Author SHA1 Message Date
be6fe23499 Implement Sprite, Text, and VertexArray draw() for SDL2 backend
- Sprite::draw(): Textured quad rendering with UV coordinates and color tint
- Text::draw(): Glyph rendering using FontAtlas cache, supports multi-line
- Text::getLocalBounds()/getGlobalBounds(): Calculate text dimensions
- VertexArray::draw(): Full primitive support (Triangles, TriangleFan,
  TriangleStrip, Quads, Lines, LineStrip, Points)
- View::getTransform(): Proper camera transform using translate/rotate/scale

Frames and sprites now render in browser. Text shows glyph positions but
texture sampling needs debugging. Grid rendering not yet working.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-01-31 12:38:03 -05:00
a702d3cab4 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
c5cc022aa2 Add SDL2+OpenGL ES 2 renderer backend for Emscripten/WebGL
Implements Phase 1 of renderer abstraction plan:
- SDL2Types.h: SFML-compatible type stubs in sf:: namespace
- SDL2Renderer.h/cpp: OpenGL ES 2 rendering implementation
- EmscriptenStubs.cpp: Stubs for missing POSIX functions (wait3, wait4, wcsftime)

Build system changes:
- Add MCRF_SDL2 compile-time backend selection
- Add Emscripten SDL2 link options (-sUSE_SDL=2, -sFULL_ES2=1)
- Fix LONG_BIT mismatch for Emscripten in pyport.h

Code changes for SDL2/headless compatibility:
- Guard ImGui includes with !MCRF_HEADLESS && !MCRF_SDL2
- Defer GL shader initialization until after context creation

Current status: Python runs in browser, rendering WIP (canvas sizing issues)

Build commands:
  emcmake cmake -DMCRF_SDL2=ON -B build-emscripten
  emmake make -C build-emscripten

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:13:15 -05:00