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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 18:55:13 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 18:55:13 +0100
commit47e6d987ced269ec16ea455706513025cb9c50c5 (patch)
tree5cb48ad8565f7c5bd8b03624bc716375b8d2321b /src/crepe/system/RenderSystem.cpp
parentf23eaa64df8b0ef27f58b1632c5e659fe3737153 (diff)
parent647eb8e318f1ed1e3ec18505ea4df57025e6ffd5 (diff)
Merge branch 'master' into niels/rendering_color
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp107
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();
-}