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-rw-r--r--src/crepe/system/RenderSystem.cpp155
1 files changed, 132 insertions, 23 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 0d37808..62d42ec 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,51 +1,160 @@
+#include <algorithm>
+#include <cassert>
+#include <cmath>
#include <functional>
+#include <optional>
+#include <stdexcept>
#include <vector>
-#include "../ComponentManager.h"
+#include "../api/Camera.h"
+#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
+#include "../api/Text.h"
#include "../api/Transform.h"
+#include "../facade/Font.h"
#include "../facade/SDLContext.h"
-#include "../util/Log.h"
+#include "../facade/Texture.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/ResourceManager.h"
#include "RenderSystem.h"
+#include "types.h"
using namespace crepe;
+using namespace std;
-void RenderSystem::clear_screen() const {
- SDLContext::get_instance().clear_screen();
+void RenderSystem::clear_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.clear_screen();
}
-void RenderSystem::present_screen() const {
- SDLContext::get_instance().present_screen();
+void RenderSystem::present_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.present_screen();
}
+
void RenderSystem::update_camera() {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
+ SDLContext & ctx = this->mediator.sdl_context;
+ RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
- 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;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
+ vec2 new_camera_pos = transform.position + cam.data.postion_offset;
+ ctx.update_camera_view(cam, new_camera_pos);
+ return;
}
+ throw std::runtime_error("No active cameras in current scene");
}
-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.data.sorting_in_layer != b.data.sorting_in_layer)
+ return a.data.sorting_in_layer < b.data.sorting_in_layer;
+ if (a.data.order_in_layer != b.data.order_in_layer)
+ return a.data.order_in_layer < b.data.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;
+}
+
+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::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->mediator.component_manager;
+ SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ Texture & res = resource_manager.get<Texture>(sprite.source);
+
+ 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.sprite != &sprite) continue;
+ rendering_particles = true;
+ if (!em.active) continue;
+
+ for (const Particle & p : em.particles) {
+ if (!p.active) continue;
+
+ ctx.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .texture = res,
+ .pos = p.position,
+ .angle = p.angle,
+ .scale = scale,
+ });
+ }
+ }
+ return rendering_particles;
+}
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ const Texture & res = resource_manager.get<Texture>(sprite.source);
+
+ ctx.draw(SDLContext::RenderContext{
+ .sprite = sprite,
+ .texture = res,
+ .pos = tm.position,
+ .angle = tm.rotation,
+ .scale = tm.scale,
+ });
+}
+
+void RenderSystem::render() {
+ ComponentManager & mgr = this->mediator.component_manager;
+ this->update_camera();
+
+ RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ RefVector<Sprite> sorted_sprites = this->sort(sprites);
+ RefVector<Text> text_components = mgr.get_components_by_type<Text>();
+ for (Text & text : text_components) {
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
+ this->render_text(text, transform);
+ }
+ 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);
+ }
+}
+void RenderSystem::render_text(Text & text, const Transform & tm) {
+ SDLContext & ctx = this->mediator.sdl_context;
+
+ if (!text.font.has_value()) {
+ text.font.emplace(ctx.get_font_from_name(text.font_family));
+ }
+
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+
+ if (!text.font.has_value()) {
+ return;
+ }
+ const Asset & font_asset = text.font.value();
+ const Font & res = resource_manager.get<Font>(font_asset);
+}