Revert "more debug info"

This reverts commit 65cda064aa.
This commit is contained in:
dga
2025-07-18 01:20:09 +03:00
parent 65cda064aa
commit cac8631eea
7 changed files with 7 additions and 151 deletions
+3 -60
View File
@@ -9,56 +9,27 @@ namespace NGame {
TRenderManager::TRenderManager(TSurfaceManager& surfaceManager, int width, int height, const std::string& title, std::size_t cacheSize)
: SurfaceManager_(surfaceManager), Cache_(cacheSize), Size_(width, height) {
#ifdef __EMSCRIPTEN__
printf("Emscripten: Creating window with size %dx%d\n", width, height);
#endif
Window_ = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_RESIZABLE);
if (!Window_) {
#ifdef __EMSCRIPTEN__
printf("Emscripten: Failed to create window: %s\n", SDL_GetError());
#endif
throw std::runtime_error("Can't create window");
}
#ifdef __EMSCRIPTEN__
printf("Emscripten: Window created successfully\n");
#endif
Renderer_ = SDL_CreateRenderer(Window_, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!Renderer_) {
#ifdef __EMSCRIPTEN__
printf("Emscripten: Failed to create renderer: %s\n", SDL_GetError());
#endif
SDL_DestroyWindow(Window_);
throw std::runtime_error("Can't create renderer");
}
#ifdef __EMSCRIPTEN__
printf("Emscripten: Renderer created successfully\n");
#endif
ScreenTexture_ = SDL_CreateTexture(Renderer_, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
if (!ScreenTexture_) {
#ifdef __EMSCRIPTEN__
printf("Emscripten: Failed to create screen texture: %s\n", SDL_GetError());
#endif
SDL_DestroyRenderer(Renderer_);
SDL_DestroyWindow(Window_);
throw std::runtime_error("Can't create screen texture");
}
#ifdef __EMSCRIPTEN__
printf("Emscripten: Screen texture created successfully\n");
#endif
LightTexture_ = SDL_CreateTexture(Renderer_, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
if (!LightTexture_) {
#ifdef __EMSCRIPTEN__
printf("Emscripten: Failed to create light texture: %s\n", SDL_GetError());
#endif
SDL_DestroyTexture(ScreenTexture_);
SDL_DestroyRenderer(Renderer_);
SDL_DestroyWindow(Window_);
@@ -66,20 +37,12 @@ TRenderManager::TRenderManager(TSurfaceManager& surfaceManager, int width, int h
}
SDL_SetTextureBlendMode(LightTexture_, SDL_BLENDMODE_MOD);
#ifdef __EMSCRIPTEN__
printf("Emscripten: Light texture created successfully\n");
#endif
// Make window bigger
if (width < 640 && height < 480) {
SDL_SetWindowSize(Window_, 640, 480);
}
Reset();
#ifdef __EMSCRIPTEN__
printf("Emscripten: RenderManager initialization complete\n");
#endif
}
std::shared_ptr<SDL_Texture> TRenderManager::Get(const std::string& path) {
@@ -87,23 +50,12 @@ std::shared_ptr<SDL_Texture> TRenderManager::Get(const std::string& path) {
return Cache_.Get(path);
}
#ifdef __EMSCRIPTEN__
printf("Emscripten: Loading texture: %s\n", path.c_str());
#endif
std::shared_ptr<SDL_Surface> surface = SurfaceManager_.Get(path);
SDL_Texture* texture = SDL_CreateTextureFromSurface(Renderer_, surface.get());
if (!texture) {
#ifdef __EMSCRIPTEN__
printf("Emscripten: Failed to create texture from surface %s: %s\n", path.c_str(), SDL_GetError());
#endif
std::runtime_error("Can't create texture from surface " + path);
}
#ifdef __EMSCRIPTEN__
printf("Emscripten: Successfully loaded texture: %s\n", path.c_str());
#endif
std::shared_ptr<SDL_Texture> result(texture, [](SDL_Texture* texture) { SDL_DestroyTexture(texture); });
Cache_.Set(path, result);
return result;
@@ -189,15 +141,6 @@ void TRenderManager::Run() {
return;
}
#ifdef __EMSCRIPTEN__
static int frameCount = 0;
frameCount++;
if (frameCount % 60 == 0) {
printf("Emscripten: Frame %d, Commands: Tile=%zu, Background=%zu, Foreground=%zu\n",
frameCount, Commands_[Tile].size(), Commands_[Background].size(), Commands_[Foreground].size());
}
#endif
for (size_t layer = 0; layer < SentinelMax; ++layer) {
switch (layer) {
case ELayer::BackgroundGlow:
@@ -387,11 +330,11 @@ void TRenderManager::Reset() {
SDL_Rect a;
SDL_RenderGetViewport(Renderer_, &a);
SDL_SetRenderDrawColor(Renderer_, 0, 0, 0, 255);
SDL_SetRenderDrawColor(Renderer_, 0, 0, 0, 0);
SDL_SetRenderTarget(Renderer_, NULL);
SDL_RenderClear(Renderer_);
SDL_SetRenderDrawColor(Renderer_, 0, 0, 0, 255);
SDL_SetRenderDrawColor(Renderer_, 0, 0, 0, 0);
SDL_SetRenderTarget(Renderer_, ScreenTexture_);
SDL_RenderClear(Renderer_);
@@ -402,4 +345,4 @@ void TRenderManager::Reset() {
}
}
} // namespace NGame
} // namespace NGame