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-rw-r--r--src/crepe/system/RenderSystem.cpp65
-rw-r--r--src/crepe/system/RenderSystem.h22
-rw-r--r--src/example/rendering.cpp1
3 files changed, 60 insertions, 28 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 8bbf441..17a2337 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -7,10 +7,10 @@
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "../util/log.h"
-#include "Particle.h"
-#include "api/ParticleEmitter.h"
-#include "api/Vector2.h"
+#include "../api/ParticleEmitter.h"
+#include "../api/Vector2.h"
+#include "Particle.h"
#include "RenderSystem.h"
using namespace crepe;
@@ -43,38 +43,61 @@ void RenderSystem::update_camera() {
}
}
+bool RenderSystem::render_particle(const Sprite & sprite,
+ const Transform & tm) {
-void RenderSystem::render_particle(const ParticleEmitter& em, Transform & tm){
- if (!em.active) return;
-
+ ComponentManager & mgr = ComponentManager::get_instance();
SDLContext & render = SDLContext::get_instance();
- 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);
+
+ auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
+
+ bool rendering_particles = false;
+
+ Transform tmp(0, Vector2{0, 0}, 0, 0);
+ tmp.scale = tm.scale;
+ for (const ParticleEmitter & em : emitters) {
+ if (!em.active) continue;
+ if (!(em.data.sprite.game_object_id == sprite.game_object_id)) continue;
+
+ rendering_particles = true;
+
+ for (const Particle & p : em.data.particles) {
+ if (!p.active) continue;
+ tmp.position = p.position;
+ tmp.rotation = p.angle;
+ render.draw(em.data.sprite, tmp, *curr_cam);
+ }
}
+ return rendering_particles;
}
-void RenderSystem::render_sprites() {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
ComponentManager & mgr = ComponentManager::get_instance();
+ SDLContext & render = SDLContext::get_instance();
+
+ render.draw(sprite, tm, *curr_cam);
+}
- auto emitter = mgr.get_components_by_type<ParticleEmitter>();
+void RenderSystem::render() {
- SDLContext & render = SDLContext::get_instance();
- Transform test(1, Vector2{0,0},0,0);
+ ComponentManager & mgr = ComponentManager::get_instance();
+
+ auto sprites = mgr.get_components_by_type<Sprite>();
+ for (const Sprite & sprite : sprites) {
+ if (!sprite.active) continue;
+ auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id);
+
+ bool rendered_particles = this->render_particle(sprite, transform[0].get());
+
+ if (rendered_particles) continue;
- for (const ParticleEmitter & em : emitter) {
- auto transforms
- = mgr.get_components_by_id<Transform>(em.game_object_id);
- test.scale = transforms[0].get().scale;
- this->render_particle(em, test);
+ this->render_normal(sprite, transform[0].get());
}
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
- this->render_sprites();
+ this->render();
this->present_screen();
}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 8dd8b7e..468f79b 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,10 +1,10 @@
#pragma once
#include "api/Camera.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
#include "System.h"
-#include "api/ParticleEmitter.h"
-#include "api/Transform.h"
namespace crepe {
@@ -45,14 +45,22 @@ private:
//! Updates the active camera used for rendering.
void update_camera();
- //! Renders all active sprites to the screen.
- void render_sprites() ;
-
- void render_particle(const ParticleEmitter& em, Transform & tm);
+ //! 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 &, const Transform & tm);
+
+ void render_normal(const Sprite &, const Transform & tm);
/**
* \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.
diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp
index e02f6a3..a7cb5d6 100644
--- a/src/example/rendering.cpp
+++ b/src/example/rendering.cpp
@@ -35,6 +35,7 @@ int main() {
{
Color color(0, 0, 0, 0);
obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color, FlipSettings{true, true});
+ obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color, FlipSettings{true, true});
}
/*