diff options
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 112 |
1 files changed, 89 insertions, 23 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index ad510f5..30bb422 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,42 +2,63 @@ #include <cassert> #include <cmath> #include <functional> -#include <iostream> +#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 "../api/Vector2.h" +#include "../facade/Font.h" #include "../facade/SDLContext.h" +#include "../facade/Texture.h" +#include "../manager/ComponentManager.h" +#include "../manager/ResourceManager.h" +#include "api/Text.h" +#include "facade/Font.h" +#include "util/AbsolutePosition.h" #include "RenderSystem.h" +#include "types.h" using namespace crepe; using namespace std; -void RenderSystem::clear_screen() { this->context.clear_screen(); } +void RenderSystem::clear_screen() { + SDLContext & ctx = this->mediator.sdl_context; + ctx.clear_screen(); +} -void RenderSystem::present_screen() { this->context.present_screen(); } -void RenderSystem::update_camera() { - ComponentManager & mgr = this->component_manager; +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; - this->context.set_camera(cam); - this->curr_cam_ref = &cam; + 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.sorting_in_layer < b.sorting_in_layer) return true; - if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer; + 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; } @@ -49,16 +70,41 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const { return sorted_objs; } -void RenderSystem::update() { +void RenderSystem::frame_update() { this->clear_screen(); - this->update_camera(); this->render(); + this->render_text(); this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { +void RenderSystem::render_text() { + SDLContext & ctx = this->mediator.sdl_context; + ComponentManager & mgr = this->mediator.component_manager; + ResourceManager & resource_manager = this->mediator.resource_manager; + + RefVector<Text> texts = mgr.get_components_by_type<Text>(); + + for (Text & text : texts) { + if (!text.active) continue; + if (!text.font.has_value()) + text.font.emplace(ctx.get_font_from_name(text.font_family)); + + const Font & font = resource_manager.get<Font>(text.font.value()); + const auto & transform + = mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); + ctx.draw_text(SDLContext::RenderText { + .text = text, + .font = font, + .transform = transform, + }); + } +} - ComponentManager & mgr = this->component_manager; +bool RenderSystem::render_particle(const Sprite & sprite, const Transform & transform) { + 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); @@ -66,34 +112,54 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { - if (!(&em.data.sprite == &sprite)) continue; + if (&em.sprite != &sprite) continue; rendering_particles = true; if (!em.active) continue; - for (const Particle & p : em.data.particles) { + for (const Particle & p : em.particles) { if (!p.active) continue; - this->context.draw_particle(sprite, p.position, p.angle, scale, - *this->curr_cam_ref); + if (p.time_in_life < em.data.begin_lifespan) continue; + + ctx.draw(SDLContext::RenderContext { + .sprite = sprite, + .texture = res, + .pos = p.position, + .angle = p.angle + transform.rotation, + .scale = transform.scale, + }); } } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { - this->context.draw(sprite, tm, *this->curr_cam_ref); +void RenderSystem::render_normal(const Sprite & sprite, const Transform & transform) { + SDLContext & ctx = this->mediator.sdl_context; + ResourceManager & resource_manager = this->mediator.resource_manager; + const Texture & res = resource_manager.get<Texture>(sprite.source); + vec2 pos = AbsolutePosition::get_position(transform, sprite.data.position_offset); + ctx.draw(SDLContext::RenderContext { + .sprite = sprite, + .texture = res, + .pos = pos, + .angle = transform.rotation, + .scale = transform.scale, + }); } void RenderSystem::render() { + ComponentManager & mgr = this->mediator.component_manager; + this->update_camera(); - ComponentManager & mgr = this->component_manager; 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 (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); + bool rendered_particles = this->render_particle(sprite, transform); if (rendered_particles) continue; |