diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-11-21 20:40:08 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-11-21 20:40:08 +0100 |
commit | d58a059fd6398527274e77a37b65aa105c8a778b (patch) | |
tree | 26d345400739ec685bbe6b26d8d789bbe33b02aa /src/crepe/system/RenderSystem.cpp | |
parent | faa9adb84ad3f675587b52fba79cf44b7bdd2034 (diff) | |
parent | 115d6f50152dc018073345800ca90b85846ebaa9 (diff) |
merge with master
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 73 |
1 files changed, 56 insertions, 17 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 96c5f27..8f9467e 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,12 +1,16 @@ #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 "RenderSystem.h" @@ -20,12 +24,15 @@ 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>(); + RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); + + if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene"); if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene"); for (Camera & cam : cameras) { - this->context.camera(cam); + if (!cam.active) continue; + this->context.set_camera(cam); this->curr_cam_ref = &cam; } } @@ -37,29 +44,61 @@ bool sorting_comparison(const Sprite & a, const Sprite & b) { return false; } -std::vector<std::reference_wrapper<Sprite>> -RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) { - - std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs); +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::render_sprites() { +void RenderSystem::update() { + this->clear_screen(); + this->update_camera(); + this->render(); + this->present_screen(); +} + +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { + 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) { - auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); - this->context.draw(sprite, transforms[0], *this->curr_cam_ref); + 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::update() { - this->clear_screen(); - this->update_camera(); - this->render_sprites(); - this->present_screen(); +void RenderSystem::render() { + + ComponentManager & mgr = this->component_manager; + 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; + 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); + } } |