diff options
| -rw-r--r-- | asset/texture/ERROR.png | bin | 0 -> 3581 bytes | |||
| -rw-r--r-- | src/crepe/api/Texture.cpp | 2 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.cpp | 4 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.h | 7 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.cpp | 56 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.h | 18 | ||||
| -rw-r--r-- | src/example/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/example/rendering_particle.cpp | 61 | 
8 files changed, 134 insertions, 15 deletions
diff --git a/asset/texture/ERROR.png b/asset/texture/ERROR.png Binary files differnew file mode 100644 index 0000000..2af3548 --- /dev/null +++ b/asset/texture/ERROR.png diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp index 5ebd23d..8ce65c2 100644 --- a/src/crepe/api/Texture.cpp +++ b/src/crepe/api/Texture.cpp @@ -35,5 +35,5 @@ int Texture::get_width() const {  }  int Texture::get_height() const {  	if (this->texture == nullptr) return 0; -	return SDLContext::get_instance().get_width(*this); +	return SDLContext::get_instance().get_height(*this);  } diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 236bf8c..cacf238 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -181,12 +181,12 @@ SDLContext::texture_from_path(const std::string & path) {  	return img_texture;  } -int SDLContext::get_width(const Texture & ctx) const { +int SDLContext::get_width(const Texture & ctx) {  	int w;  	SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL);  	return w;  } -int SDLContext::get_height(const Texture & ctx) const { +int SDLContext::get_height(const Texture & ctx) {  	int h;  	SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h);  	return h; diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 536dec5..c4392bd 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -10,6 +10,7 @@  #include "../api/Sprite.h"  #include "../api/Transform.h"  #include "api/Camera.h" +#include "api/Vector2.h"  // FIXME: this needs to be removed  const int SCREEN_WIDTH = 640; @@ -108,14 +109,14 @@ private:  	 * \param texture Reference to the Texture object.  	 * \return Width of the texture as an integer.  	 */ -	int get_width(const Texture &) const; +	int get_width(const Texture &) ;  	/**  	 * \brief Gets the height of a texture.  	 * \param texture Reference to the Texture object.  	 * \return Height of the texture as an integer.  	 */ -	int get_height(const Texture &) const; +	int get_height(const Texture &) ;  private:  	//! Will use draw,clear_screen, present_screen, camera. @@ -130,6 +131,8 @@ private:  	void draw(const Sprite & sprite, const Transform & transform,  			  const Camera & camera); +	void draw_particle(const Vector2 & pos, const Camera & camera); +  	//! Clears the screen, preparing for a new frame.  	void clear_screen(); diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 10211a3..17a2337 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,3 +1,4 @@ +#include <cmath>  #include <functional>  #include <vector> @@ -6,7 +7,10 @@  #include "../api/Transform.h"  #include "../facade/SDLContext.h"  #include "../util/log.h" +#include "../api/ParticleEmitter.h" +#include "../api/Vector2.h" +#include "Particle.h"  #include "RenderSystem.h"  using namespace crepe; @@ -38,24 +42,62 @@ void RenderSystem::update_camera() {  		this->curr_cam = &cam;  	}  } -void RenderSystem::render_sprites() const { + +bool RenderSystem::render_particle(const Sprite & sprite, +								   const Transform & tm) {  	ComponentManager & mgr = ComponentManager::get_instance(); +	SDLContext & render = SDLContext::get_instance(); + +	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; -	std::vector<std::reference_wrapper<Sprite>> sprites -		= mgr.get_components_by_type<Sprite>(); +		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_normal(const Sprite & sprite, const Transform & tm) { + +	ComponentManager & mgr = ComponentManager::get_instance();  	SDLContext & render = SDLContext::get_instance(); +	 +	render.draw(sprite, tm, *curr_cam); +} + +void RenderSystem::render() { + +	ComponentManager & mgr = ComponentManager::get_instance(); + +	auto sprites = mgr.get_components_by_type<Sprite>();  	for (const Sprite & sprite : sprites) { -		auto transforms -			= mgr.get_components_by_id<Transform>(sprite.game_object_id); -		render.draw(sprite, transforms[0], *curr_cam); +		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; + +		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 70db21a..468f79b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,6 +1,8 @@  #pragma once  #include "api/Camera.h" +#include "api/Sprite.h" +#include "api/Transform.h"  #include "System.h" @@ -43,12 +45,22 @@ private:  	//! 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 &, 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/CMakeLists.txt b/src/example/CMakeLists.txt index 3a5b543..ec08c08 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -29,5 +29,6 @@ add_example(db)  add_example(ecs)  add_example(scene_manager)  add_example(particles) +add_example(rendering_particle)  add_example(gameloop) diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp new file mode 100644 index 0000000..dd08354 --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,61 @@ +#include "api/Camera.h" +#include "system/ParticleSystem.h" +#include <SDL2/SDL_timer.h> +#include <crepe/ComponentManager.h> + +#include <crepe/Component.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Texture.h> +#include <crepe/api/Transform.h> +#include <crepe/system/RenderSystem.h> +#include <crepe/util/log.h> +#include <crepe/api/Color.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Vector2.h> + +#include <chrono> + +using namespace crepe; +using namespace std; + +int main(int argc, char * argv[]) { +	GameObject game_object(0, "", "", Vector2{100, 100}, 0, 0.1); +	Color color(0, 0, 0, 0); +	Sprite test_sprite = game_object.add_component<Sprite>( +		make_shared<Texture>("../asset/texture/img.png"), color, +		FlipSettings{false, false}); +	game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ +		.position = {0, 0}, +		.max_particles = 10, +		.emission_rate = 0.5, +		.min_speed = 6, +		.max_speed = 20, +		.min_angle = -20, +		.max_angle = 20, +		.begin_lifespan = 0, +		.end_lifespan = 60, +		.force_over_time = Vector2{0, 0}, +		.boundary{ +			.width = 1000, +			.height = 1000, +			.offset = Vector2{0, 0}, +			.reset_on_exit = false, +		}, +		.sprite = test_sprite, +	}); +	game_object.add_component<Camera>(Color::get_white()); + +	auto & sys = crepe::RenderSystem::get_instance(); +	auto sys_part = crepe::ParticleSystem(); +	auto start = std::chrono::steady_clock::now(); +	while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { +		sys_part.update(); +		sys.update(); +		SDL_Delay(10 ); +	} + +	return 0; +} +  |