diff options
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 160 |
1 files changed, 160 insertions, 0 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp new file mode 100644 index 0000000..33218f6 --- /dev/null +++ b/src/crepe/system/RenderSystem.cpp @@ -0,0 +1,160 @@ +#include <algorithm> +#include <cassert> +#include <cmath> +#include <functional> +#include <optional> +#include <stdexcept> +#include <vector> + +#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 "../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() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.clear_screen(); +} + +void RenderSystem::present_screen() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.present_screen(); +} + +void RenderSystem::update_camera() { + ComponentManager & mgr = this->mediator.component_manager; + SDLContext & ctx = this->mediator.sdl_context; + RefVector<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) { + 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"); +} + +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; + + 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::frame_update() { + this->clear_screen(); + 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); +} |