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authormax-001 <maxsmits21@kpnmail.nl>2024-11-21 09:46:06 +0100
committermax-001 <maxsmits21@kpnmail.nl>2024-11-21 09:46:06 +0100
commit7588439db08a671764345764eb05bcb853a90d76 (patch)
tree6847d8aa1b1b911dde55d529330c7144c6fafbf0 /src/crepe/system/RenderSystem.cpp
parentba3b97467ffa9df03d74e87bd567e3dfc521df05 (diff)
parent1cc120a0031cfc19c35240da8390d9129b4d75a3 (diff)
Merge remote-tracking branch 'origin/master' into max/doxygen
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp88
1 files changed, 74 insertions, 14 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index fa3d0de..e379771 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,44 +1,104 @@
+#include <algorithm>
+#include <cassert>
+#include <cmath>
#include <functional>
+#include <iostream>
+#include <stdexcept>
#include <vector>
#include "../ComponentManager.h"
+#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
+#include "../api/Vector2.h"
#include "../facade/SDLContext.h"
-#include "../util/Log.h"
#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::present_screen() { this->context.present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
std::vector<std::reference_wrapper<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;
+ this->context.set_camera(cam);
+ this->curr_cam_ref = &cam;
}
}
-void RenderSystem::render_sprites() const {
- ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
+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;
- SDLContext & render = SDLContext::get_instance();
- for (const Sprite & sprite : sprites) {
- auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
- render.draw(sprite, transforms[0], *curr_cam);
- }
+ return false;
+}
+
+std::vector<std::reference_wrapper<Sprite>>
+RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) const {
+
+ std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs);
+ std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
+
+ return sorted_objs;
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
- this->render_sprites();
+ this->render();
this->present_screen();
}
+
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
+
+ ComponentManager & mgr = this->component_manager;
+
+ 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.data.sprite == &sprite)) continue;
+ rendering_particles = true;
+ if (!em.active) continue;
+
+ for (const Particle & p : em.data.particles) {
+ if (!p.active) continue;
+ this->context.draw_particle(sprite, p.position, p.angle, scale,
+ *this->curr_cam_ref);
+ }
+ }
+ return rendering_particles;
+}
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+ this->context.draw(sprite, tm, *this->curr_cam_ref);
+}
+
+void RenderSystem::render() {
+
+ ComponentManager & mgr = this->component_manager;
+ vector<reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
+ vector<reference_wrapper<Sprite>> sorted_sprites = this->sort(sprites);
+
+ for (const Sprite & sprite : sorted_sprites) {
+ if (!sprite.active) continue;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
+
+ bool rendered_particles = this->render_particle(sprite, transform.scale);
+
+ if (rendered_particles) continue;
+
+ this->render_normal(sprite, transform);
+ }
+}