diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-20 22:33:14 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-20 22:33:14 +0100 |
commit | 48f69cedaf16038d980071d43d32e22caae44c17 (patch) | |
tree | d52db1e10dc82eb02c7d22dbe3fa8648c457c2ce /src/crepe/system | |
parent | 6808307cf65a4b686621f08a58effecc0a9c6bb8 (diff) | |
parent | da379a58033c0ef3c9c854326a3fca25d6e54319 (diff) |
merge `loek/scripts` into `loek/collision-system`
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 4 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 63 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 25 |
3 files changed, 74 insertions, 18 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 2132b0d..1a30e3f 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -220,8 +220,8 @@ std::vector<std::pair<CollisionSystem::CollidedInfoStor,CollisionSystem::Collide // Check collision if (check_box_box_collision(boxcolliders[i], boxcolliders[j], transform1, transform2, rigidbody1, rigidbody2)) { collisions_ret.emplace_back(std::make_pair( - CollidedInfoStor{boxcolliders[i], transform1, rigidbody1}, - CollidedInfoStor{boxcolliders[j], transform2, rigidbody2} + CollidedInfoStor{boxcolliders[i], transform1, rigidbody1}, + CollidedInfoStor{boxcolliders[j], transform2, rigidbody2} )); } } diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 96c5f27..e379771 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" @@ -25,7 +29,8 @@ void RenderSystem::update_camera() { 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; } } @@ -38,7 +43,7 @@ bool sorting_comparison(const Sprite & a, const Sprite & b) { } std::vector<std::reference_wrapper<Sprite>> -RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) { +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); @@ -46,20 +51,54 @@ RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) { 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<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) { - auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); - this->context.draw(sprite, transforms[0], *this->curr_cam_ref); - } -} + if (!sprite.active) continue; + const Transform & transform + = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); -void RenderSystem::update() { - this->clear_screen(); - this->update_camera(); - this->render_sprites(); - this->present_screen(); + bool rendered_particles = this->render_particle(sprite, transform.scale); + + if (rendered_particles) continue; + + this->render_normal(sprite, transform); + } } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 57b9c73..d25a6e3 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -6,6 +6,7 @@ #include "facade/SDLContext.h" #include "System.h" +#include <cmath> namespace crepe { @@ -38,8 +39,25 @@ private: //! Updates the active camera used for rendering. void update_camera(); - //! Renders all active sprites to the screen. - void render_sprites(); + //! Renders the whole screen + void render(); + + /** + * \brief Renders all the particles on the screen from a given sprite. + * + * \param sprite renders the particles with given texture + * \param tm the Transform component for scale + * \return true if particles have been rendered + */ + bool render_particle(const Sprite & sprite, const double & scale); + + /** + * \brief renders a sprite with a Transform component on the screen + * + * \param sprite the sprite component that holds all the data + * \param tm the Transform component that holds the position,rotation and scale + */ + void render_normal(const Sprite & sprite, const Transform & tm); /** * \brief sort a vector sprite objects with @@ -48,11 +66,10 @@ private: * \return returns a sorted reference vector */ std::vector<std::reference_wrapper<Sprite>> - sort(std::vector<std::reference_wrapper<Sprite>> & objs); + sort(std::vector<std::reference_wrapper<Sprite>> & objs) const; /** * \todo Include color handling for sprites. - * \todo Implement particle emitter rendering with sprites. * \todo Add text rendering using SDL_ttf for text components. * \todo Implement a text component and a button component. * \todo Ensure each sprite is checked for active status before rendering. |