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Geometry renderer #42227
Merged
ZhilkinSerg
merged 9 commits into
CleverRaven:master
from
barsoosayque:geometry-renderer
Jul 26, 2020
Merged
Geometry renderer #42227
ZhilkinSerg
merged 9 commits into
CleverRaven:master
from
barsoosayque:geometry-renderer
Jul 26, 2020
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Qrox
reviewed
Jul 18, 2020
Have you tested using debug menu - info - draw benchmark? |
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Labels
[C++]
Changes (can be) made in C++. Previously named `Code`
Code: Infrastructure / Style / Static Analysis
Code internal infrastructure and style
SDL: Tiles / Sound
Tiles visual interface and sounds.
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Summary
SUMMARY: Infrastructure "Decouple rectangle rendering in SDL related code"
Purpose of change
First of all, decoupling and documenting the rendering code. Making it more modular and easier to tweak.
I'm working on a fix for I-am-Erk/CDDA-Tilesets#133, more specifically: rendering a symbol in no sprite for item is found. I need fonts for that, and I can't use them since fonts are using hardcoded static variables and functions from
sdltiles.cpp
. To decouple fonts, I first need to decouple the mechanism to draw rectangles (since it actually uses two different implementations depending on options user selected).Describe the solution
Introduce an interface which whole purpose is to render geometry. Use that interface instead of hardcoded functions.
Good:
Bad:
Describe alternatives you've considered
Maybe using some template magic to reduce usage of virtual stuff. However, I don't think that is going to work, since that one option is known only at runtime, and this option decides what rectangle rendering mechanism to use.
Testing
Loaded up the game, everything works and renders. Color modulated option works. No performance impact is noticed.