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-rw-r--r--src/crepe/system/RenderSystem.cpp64
1 files changed, 52 insertions, 12 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 96c5f27..bc5422d 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,12 +1,14 @@
#include <algorithm>
#include <cassert>
-#include <functional>
+#include <cmath>
#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 +27,7 @@ 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);
+ this->context.set_camera(cam);
this->curr_cam_ref = &cam;
}
}
@@ -46,20 +48,58 @@ RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
return sorted_objs;
}
-void RenderSystem::render_sprites() {
- 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);
- }
-}
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) const {
+
+ ComponentManager & mgr = this->component_manager;
+
+ auto 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);
+ }
+ }
+ return rendering_particles;
+}
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const {
+
+ ComponentManager & mgr = this->component_manager;
+
+ this->context.draw(sprite, tm, *this->curr_cam);
+}
+
+void RenderSystem::render() const {
+
+ 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);
+ }
+}