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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-12 19:52:11 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-12 19:52:11 +0100
commitfabdc6e27bdb41042d7a530c5f2440ca5a330118 (patch)
treee825032e275e00961e509da828e835febaa63bce /src/crepe/system/RenderSystem.cpp
parent0d88ba90c55c0df97e418ce36c435955481b2850 (diff)
Adjusted rendering so that now a gameobject can have multiple sprites with particles and another texture
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp65
1 files changed, 44 insertions, 21 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 8bbf441..17a2337 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -7,10 +7,10 @@
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "../util/log.h"
-#include "Particle.h"
-#include "api/ParticleEmitter.h"
-#include "api/Vector2.h"
+#include "../api/ParticleEmitter.h"
+#include "../api/Vector2.h"
+#include "Particle.h"
#include "RenderSystem.h"
using namespace crepe;
@@ -43,38 +43,61 @@ void RenderSystem::update_camera() {
}
}
+bool RenderSystem::render_particle(const Sprite & sprite,
+ const Transform & tm) {
-void RenderSystem::render_particle(const ParticleEmitter& em, Transform & tm){
- if (!em.active) return;
-
+ ComponentManager & mgr = ComponentManager::get_instance();
SDLContext & render = SDLContext::get_instance();
- for (const Particle& p : em.data.particles) {
- if (!p.active) continue;
- tm.position = p.position;
- tm.rotation = p.angle;
- render.draw(em.data.sprite, tm , *curr_cam);
+
+ auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
+
+ bool rendering_particles = false;
+
+ Transform tmp(0, Vector2{0, 0}, 0, 0);
+ tmp.scale = tm.scale;
+ for (const ParticleEmitter & em : emitters) {
+ if (!em.active) continue;
+ if (!(em.data.sprite.game_object_id == sprite.game_object_id)) continue;
+
+ rendering_particles = true;
+
+ for (const Particle & p : em.data.particles) {
+ if (!p.active) continue;
+ tmp.position = p.position;
+ tmp.rotation = p.angle;
+ render.draw(em.data.sprite, tmp, *curr_cam);
+ }
}
+ return rendering_particles;
}
-void RenderSystem::render_sprites() {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
ComponentManager & mgr = ComponentManager::get_instance();
+ SDLContext & render = SDLContext::get_instance();
+
+ render.draw(sprite, tm, *curr_cam);
+}
- auto emitter = mgr.get_components_by_type<ParticleEmitter>();
+void RenderSystem::render() {
- SDLContext & render = SDLContext::get_instance();
- Transform test(1, Vector2{0,0},0,0);
+ ComponentManager & mgr = ComponentManager::get_instance();
+
+ auto sprites = mgr.get_components_by_type<Sprite>();
+ for (const Sprite & sprite : sprites) {
+ if (!sprite.active) continue;
+ auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id);
+
+ bool rendered_particles = this->render_particle(sprite, transform[0].get());
+
+ if (rendered_particles) continue;
- for (const ParticleEmitter & em : emitter) {
- auto transforms
- = mgr.get_components_by_id<Transform>(em.game_object_id);
- test.scale = transforms[0].get().scale;
- this->render_particle(em, test);
+ this->render_normal(sprite, transform[0].get());
}
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
- this->render_sprites();
+ this->render();
this->present_screen();
}