diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-02 18:55:13 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-02 18:55:13 +0100 |
commit | 47e6d987ced269ec16ea455706513025cb9c50c5 (patch) | |
tree | 5cb48ad8565f7c5bd8b03624bc716375b8d2321b /src/crepe/system/RenderSystem.cpp | |
parent | f23eaa64df8b0ef27f58b1632c5e659fe3737153 (diff) | |
parent | 647eb8e318f1ed1e3ec18505ea4df57025e6ffd5 (diff) |
Merge branch 'master' into niels/rendering_color
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 107 |
1 files changed, 73 insertions, 34 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 0a2b85e..1883f8f 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,8 +1,12 @@ +#include <algorithm> +#include <cassert> #include <cmath> #include <functional> +#include <stdexcept> #include <vector> #include "../ComponentManager.h" +#include "../api/Camera.h" #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" @@ -12,73 +16,108 @@ #include "RenderSystem.h" using namespace crepe; +using namespace std; -void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); } +void RenderSystem::clear_screen() { this->context.clear_screen(); } -void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); } -void RenderSystem::update_camera() { +void RenderSystem::present_screen() { this->context.present_screen(); } + +const Camera & RenderSystem::update_camera() { ComponentManager & mgr = this->component_manager; - std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>(); + RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); + + if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene"); for (Camera & cam : cameras) { - SDLContext::get_instance().camera(cam); - this->curr_cam = &cam; + if (!cam.active) continue; + const Transform & transform + = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get(); + this->context.set_camera(cam); + this->cam_pos = transform.position + cam.offset; + return cam; } + throw std::runtime_error("No active cameras in current scene"); +} + +bool sorting_comparison(const Sprite & a, const Sprite & b) { + if (a.sorting_in_layer < b.sorting_in_layer) return true; + if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer; + + return false; } -bool RenderSystem::render_particle(const Sprite & sprite, Transform tm) { +RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const { + RefVector<Sprite> sorted_objs(objs); + std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison); + + return sorted_objs; +} + +void RenderSystem::update() { + this->clear_screen(); + this->render(); + this->present_screen(); +} + +bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, + const double & scale) { ComponentManager & mgr = this->component_manager; - SDLContext & render = SDLContext::get_instance(); - auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); + vector<reference_wrapper<ParticleEmitter>> emitters + = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { - if (!em.active) continue; - if (!(em.data.sprite.game_object_id == sprite.game_object_id)) continue; - + if (!(&em.data.sprite == &sprite)) continue; rendering_particles = true; + if (!em.active) continue; 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); + + this->context.draw(SDLContext::RenderContext{ + .sprite = sprite, + .cam = cam, + .cam_pos = this->cam_pos, + .pos = p.position, + .angle = p.angle, + .scale = scale, + }); } } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - - ComponentManager & mgr = this->component_manager; - SDLContext & render = SDLContext::get_instance(); - - render.draw(sprite, tm, *curr_cam); +void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam, + const Transform & tm) { + this->context.draw(SDLContext::RenderContext{ + .sprite = sprite, + .cam = cam, + .cam_pos = this->cam_pos, + .pos = tm.position, + .angle = tm.rotation, + .scale = tm.scale, + }); } void RenderSystem::render() { - ComponentManager & mgr = this->component_manager; + const Camera & cam = this->update_camera(); - auto sprites = mgr.get_components_by_type<Sprite>(); - for (const Sprite & sprite : sprites) { + RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); + RefVector<Sprite> sorted_sprites = this->sort(sprites); + + for (const Sprite & sprite : sorted_sprites) { if (!sprite.active) continue; - auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id); + const Transform & transform + = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); - bool rendered_particles = this->render_particle(sprite, transform[0].get()); + bool rendered_particles = this->render_particle(sprite, cam, transform.scale); if (rendered_particles) continue; - this->render_normal(sprite, transform[0].get()); + this->render_normal(sprite, cam, transform); } } - -void RenderSystem::update() { - this->clear_screen(); - this->update_camera(); - this->render(); - this->present_screen(); -} |