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authorVaino Kauppila <vaino@vke.fi>2026-07-02 22:58:25 +0300
committerVaino Kauppila <vaino@vke.fi>2026-07-02 23:47:07 +0300
commitcd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch)
tree589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/renderer.hpp
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Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics artillery RTS. - Building: node/strut graph on a stiff mass-spring solver (canon Forts model), triangulation rigidity, axial + 30-degree angle-stress breaking, cascading collapse, fire (DoT + spread), ground destroys debris. - Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in- arc UX; splash / beam damage; bg-brace passthrough. - Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery, metal deposits, storage caps, per-shot energy cost. - Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod. - Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored. - Assets: CC0 placeholders only; real game art loaded at runtime from the user's own install via forts: paths (bring-your-own; nothing copyrighted committed). See README.md / CLAUDE.md and research/ + requirements/ for detail.
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+#pragma once
+
+#include <SDL3/SDL.h>
+#include <vector>
+#include <string>
+#include <unordered_map>
+
+class Camera;
+
+class Renderer {
+public:
+ Renderer() = default;
+
+ bool init(SDL_Window* window, int width, int height);
+ void shutdown();
+
+ void begin_frame(Camera& camera);
+ void end_frame();
+ void resize(int width, int height);
+
+ // Draw a filled axis-aligned box in world coordinates.
+ void draw_box(float cx, float cy, float half_w, float half_h,
+ float angle, float r, float g, float b, float a);
+
+ // Load a texture (cached by path). Returns nullptr on failure.
+ SDL_Texture* load_texture(const std::string& path);
+
+ // Draw a textured quad in world coordinates, colour-modulated by (r,g,b,a).
+ void draw_sprite(float cx, float cy, float half_w, float half_h,
+ float angle, SDL_Texture* tex,
+ float r = 1.0f, float g = 1.0f, float b = 1.0f, float a = 1.0f);
+
+ // Draw a simple HUD bar in screen pixels (top-left origin).
+ void draw_hud_bar(float x, float y, float fill,
+ float r, float g, float b);
+
+ // Draw a radial (pie) countdown at a world position. `frac` in [0,1] is the
+ // remaining portion drawn as a filled wedge over a dim background ring.
+ void draw_radial_timer(float cx, float cy, float radius_world, float frac,
+ float r, float g, float b, float a);
+
+ // Draw a filled wedge (world space) between world angles a0..a1 — used for
+ // a weapon's firing arc.
+ void draw_arc(float cx, float cy, float radius_world, float a0, float a1,
+ float r, float g, float b, float a);
+
+ int width() const { return width_; }
+ int height() const { return height_; }
+
+ SDL_Renderer* sdl_renderer() const { return sdl_renderer_; }
+
+private:
+ SDL_Renderer* sdl_renderer_ = nullptr;
+ Camera* current_cam_ = nullptr;
+ int width_ = 1280;
+ int height_ = 720;
+ bool imgui_ready_ = false;
+ std::vector<SDL_Vertex> fan_scratch_; // reused by draw_radial_timer
+ std::unordered_map<std::string, SDL_Texture*> tex_cache_;
+};