Make viewport the same size as the window

This commit is contained in:
crumblingstatue 2023-04-06 23:02:45 +02:00
parent 4fb622989b
commit e2a38e80d7
3 changed files with 27 additions and 27 deletions

View file

@ -15,7 +15,7 @@ use sfml::{
use crate::{
debug::DebugState,
game::{for_each_tile_on_screen, Biome, GameState},
graphics::{self, ScreenPos, ScreenPosScalar, NATIVE_RESOLUTION},
graphics::{self, ScreenPos, ScreenPosScalar},
input::Input,
math::{center_offset, px_per_frame_to_km_h, WorldPos, M_PER_PX, TILE_SIZE},
res::Res,
@ -45,8 +45,9 @@ impl App {
res.surf_music.set_looping(true);
res.surf_music.set_volume(10.0);
res.surf_music.play();
let rt = RenderTexture::new(NATIVE_RESOLUTION.w.into(), NATIVE_RESOLUTION.h.into())
.context("Failed to create render texture")?;
let rw_size = rw.size();
let rt =
RenderTexture::new(rw_size.x, rw_size.y).context("Failed to create render texture")?;
Ok(Self {
rw,
should_quit: false,
@ -77,6 +78,7 @@ impl App {
match ev {
Event::Closed => self.should_quit = true,
Event::Resized { width, height } => {
self.rt = RenderTexture::new(width, height).unwrap();
let view = View::from_rect(Rect::new(0., 0., width as f32, height as f32));
self.rw.set_view(&view);
}
@ -87,6 +89,7 @@ impl App {
fn do_update(&mut self) {
self.debug.update(&self.input);
let rt_size = self.rt.size();
if self.debug.freecam {
self.do_freecam();
} else {
@ -115,7 +118,7 @@ impl App {
.vspeed
.clamp(-terminal_velocity, terminal_velocity);
let mut on_screen_tile_ents = Vec::new();
for_each_tile_on_screen(self.game.camera_offset, |tp, _sp| {
for_each_tile_on_screen(self.game.camera_offset, self.rt.size(), |tp, _sp| {
let tid = self.game.world.tile_at_mut(tp, &self.game.worldgen).mid;
if tid == Tile::EMPTY {
return;
@ -158,13 +161,11 @@ impl App {
});
self.game.player.vspeed += self.game.gravity;
let (x, y, _w, _h) = self.game.player.col_en.en.xywh();
self.game.camera_offset.x =
(x - NATIVE_RESOLUTION.w as i32 / 2).try_into().unwrap_or(0);
self.game.camera_offset.y =
(y - NATIVE_RESOLUTION.h as i32 / 2).try_into().unwrap_or(0);
self.game.camera_offset.x = (x - rt_size.x as i32 / 2).try_into().unwrap_or(0);
self.game.camera_offset.y = (y - rt_size.y as i32 / 2).try_into().unwrap_or(0);
}
let mut loc = self.input.mouse_down_loc;
let vco = viewport_center_offset(self.rw.size(), self.rt.size(), self.scale);
let vco = viewport_center_offset(self.rw.size(), rt_size, self.scale);
loc.x -= vco.x;
loc.y -= vco.y;
loc.x /= self.scale as ScreenPosScalar;
@ -241,7 +242,7 @@ impl App {
fn do_rendering(&mut self) {
self.rt.clear(Color::rgb(55, 221, 231));
self.game.render_pre_step(&mut self.res);
self.game.render_pre_step(&mut self.res, self.rt.size());
self.game.draw_world(&mut self.rt, &mut self.res);
self.game.draw_entities(&mut self.rt, &mut self.res);
self.rt.display();

View file

@ -6,12 +6,12 @@ use sfml::{
Color, Rect, RectangleShape, RenderStates, RenderTarget, RenderTexture, Shape, Sprite,
Transformable,
},
system::Clock,
system::{Clock, Vector2u},
SfBox,
};
use crate::{
graphics::{ScreenPos, ScreenPosScalar, NATIVE_RESOLUTION},
graphics::{ScreenPos, ScreenPosScalar},
math::{wp_to_tp, WorldPos},
res::Res,
world::{Tile, TileId, TilePos, World},
@ -45,7 +45,7 @@ impl GameState {
res.lighting_shader.set_uniform_bool("has_texture", true);
rs.set_shader(Some(&res.lighting_shader));
let mut s = Sprite::with_texture(&res.tile_atlas);
for_each_tile_on_screen(self.camera_offset, |tp, sp| {
for_each_tile_on_screen(self.camera_offset, rw.size(), |tp, sp| {
let tile = self.world.tile_at_mut(tp, &self.worldgen);
s.set_position(sp.to_sf_vec());
if tile.bg != Tile::EMPTY {
@ -82,21 +82,16 @@ impl GameState {
));
rw.draw(&rect_sh);
}
pub fn render_pre_step(&mut self, res: &mut Res) {
pub fn render_pre_step(&mut self, res: &mut Res, rt_size: Vector2u) {
res.lighting_shader.set_uniform_current_texture("texture");
res.lighting_shader
.set_uniform_float("time", self.clock.elapsed_time().as_seconds() * 10.0);
res.lighting_shader.set_uniform_vec2(
"mouse",
Vec2::new(
NATIVE_RESOLUTION.w as f32 / 2.0,
NATIVE_RESOLUTION.h as f32 / 2.0,
),
);
res.lighting_shader.set_uniform_vec2(
"resolution",
Vec2::new(NATIVE_RESOLUTION.w as f32, NATIVE_RESOLUTION.h as f32),
Vec2::new(rt_size.x as f32 / 2.0, rt_size.y as f32 / 2.0),
);
res.lighting_shader
.set_uniform_vec2("resolution", Vec2::new(rt_size.x as f32, rt_size.y as f32));
res.lighting_shader.set_uniform_vec4(
"lightData",
Vec4 {
@ -119,9 +114,13 @@ impl GameState {
}
}
pub fn for_each_tile_on_screen(camera_offset: WorldPos, mut f: impl FnMut(TilePos, ScreenPos)) {
for y in (-32..(NATIVE_RESOLUTION.h as i16) + 32).step_by(32) {
for x in (-32..(NATIVE_RESOLUTION.w as i16) + 32).step_by(32) {
pub fn for_each_tile_on_screen(
camera_offset: WorldPos,
rt_size: Vector2u,
mut f: impl FnMut(TilePos, ScreenPos),
) {
for y in (-32..(rt_size.y as i16) + 32).step_by(32) {
for x in (-32..(rt_size.x as i16) + 32).step_by(32) {
f(
TilePos {
x: wp_to_tp(camera_offset.x.saturating_add(x.try_into().unwrap_or(0))),

View file

@ -37,11 +37,11 @@ impl ScreenPos {
}
}
pub const NATIVE_RESOLUTION: ScreenRes = ScreenRes { w: 960, h: 540 };
const DEFAULT_RES: ScreenRes = ScreenRes { w: 960, h: 540 };
pub fn make_window() -> RenderWindow {
let mut rw = RenderWindow::new(
NATIVE_RESOLUTION.to_sf(),
DEFAULT_RES.to_sf(),
"Mantle Diver",
Style::DEFAULT,
&ContextSettings::default(),