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tetris-go/engine/render/render.go
2025-09-14 22:16:29 +02:00

107 lines
2.9 KiB
Go

package render
import (
"image/color"
"tetris/engine/system"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Config struct {
Title string
// Window
WindowWidth int32
WindowHeight int32
WindowFlags uint32
// Render target resolution
RenderHeight int32
RenderWidth int32
ScaleFlags ScaleFlags
}
// target is the off-screen render target where all drawing operations are performed.
// It has a fixed resolution and is later scaled to the window size.
var target rl.RenderTexture2D
var scaleFlags ScaleFlags
// Init initializes the rendering system.
//
// It creates an off-screen render texture with the fixed resolution defined by config.RenderWidth/Height.
// This texture is where all tiles and game graphics are drawn before being scaled and presented.
func Init(config Config) {
// hyprland has a bug where the height of the window is 37 pixels taller than requested.
// so we just subtract it here.
if system.IsHyprland() {
config.WindowHeight = config.WindowHeight - 37
}
scaleFlags = config.ScaleFlags
if config.WindowFlags > 0 {
rl.SetConfigFlags(config.WindowFlags)
}
// Setup window
rl.InitWindow(config.WindowWidth, config.WindowHeight, config.Title)
// Initialize render texture.
target = rl.LoadRenderTexture(config.RenderWidth, config.RenderHeight)
rl.SetTextureFilter(target.Texture, rl.TextureFilterNearest)
}
// Exit shuts down the rendering system.
//
// It unloads the render texture and frees any associated GPU resources.
// This should be called before the application exits.
func Exit() {
rl.UnloadRenderTexture(target)
rl.CloseWindow()
}
// Begin prepares the rendering system for a new frame.
//
// It binds the off-screen texture target and clears it to a black background.
// All tile drawing operations (e.g., DrawTile) should occur after Begin() and
// before End().
func Begin(col color.RGBA) {
// Bind texture so that all draw calls after are applied to target texture
rl.BeginTextureMode(target)
// Clear the texture
rl.ClearBackground(col)
}
// End finalizes the current frame and displays it on the screen.
//
// It ends the off-screen drawing session and stretches the texture target
// to fill the window. This function must be called after all drawing is done.
func End() {
// End drawing to the texture target.
rl.EndTextureMode()
// Begin drawing to screen buffer.
rl.BeginDrawing()
// Define source rectangle (flip vertically to match coordinate systems).
src := rl.Rectangle{
X: 0,
Y: 0,
Width: float32(target.Texture.Width),
Height: -float32(target.Texture.Height),
}
// Calculate the destination rectangle (window).
dest := scale(target.Texture.Width, target.Texture.Height,
int32(rl.GetRenderWidth()), int32(rl.GetRenderHeight()),
scaleFlags)
// Blit the off-screen texture to the screen's back buffer.
rl.DrawTexturePro(target.Texture, src, dest, rl.Vector2Zero(), 0.0, rl.White)
// Swap buffers
rl.EndDrawing()
}