diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-20 20:31:11 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2024-11-20 20:31:11 +0100 |
commit | 3a5a61399cea453c5fc25e3b999ef9a751fd4448 (patch) | |
tree | 5fd9d88d7e71696ffd7b52e956b44c3ade92dd81 /src/crepe/system | |
parent | 5ec30d8915debef409f6db6f8ee9b822fb24d46b (diff) | |
parent | b6aea9de9c9c8d86856bcd6c3b521e385bc00a69 (diff) |
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/events
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 88 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 53 |
2 files changed, 117 insertions, 24 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); + } +} diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 87ec494..d25a6e3 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,18 +1,24 @@ #pragma once -#include "api/Camera.h" +#include <functional> +#include <vector> + +#include "facade/SDLContext.h" #include "System.h" +#include <cmath> namespace crepe { +class Camera; +class Sprite; + /** * \class RenderSystem * \brief Manages rendering operations for all game objects. * - * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, and - * managing the active camera. It functions as a singleton, providing centralized rendering - * services for the application. + * RenderSystem is responsible for rendering, clearing and presenting the screen, and + * managing the active camera. */ class RenderSystem : public System { public: @@ -25,20 +31,45 @@ public: private: //! Clears the screen in preparation for rendering. - void clear_screen() const; + void clear_screen(); //! Presents the rendered frame to the display. - void present_screen() const; + void present_screen(); //! Updates the active camera used for rendering. void update_camera(); - //! Renders all active sprites to the screen. - void render_sprites() const; + //! 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 + * + * \param objs the vector that will do a sorting algorithm on + * \return returns a sorted reference vector + */ + std::vector<std::reference_wrapper<Sprite>> + 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. @@ -48,8 +79,10 @@ private: private: //! Pointer to the current active camera for rendering - Camera * curr_cam = nullptr; + Camera * curr_cam_ref = nullptr; // TODO: needs a better solution + + SDLContext & context = SDLContext::get_instance(); }; } // namespace crepe |