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-rw-r--r--src/crepe/system/RenderSystem.cpp58
1 files changed, 36 insertions, 22 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 92dba43..afd9548 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -10,20 +10,29 @@
#include "../api/Sprite.h"
#include "../api/Transform.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() { 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::present_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.present_screen();
+}
-const Camera & RenderSystem::update_camera() {
+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");
@@ -32,16 +41,18 @@ const Camera & RenderSystem::update_camera() {
if (!cam.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
- this->context.set_camera(cam);
- this->cam_pos = transform.position + cam.offset;
- return cam;
+ 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;
}
@@ -59,10 +70,12 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
- const double & scale) {
+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);
@@ -77,10 +90,9 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
for (const Particle & p : em.data.particles) {
if (!p.active) continue;
- this->context.draw(SDLContext::RenderContext{
+ ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
- .cam = cam,
- .cam_pos = this->cam_pos,
+ .texture = res,
.pos = p.position,
.angle = p.angle,
.scale = scale,
@@ -89,12 +101,14 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
- const Transform & tm) {
- this->context.draw(SDLContext::RenderContext{
+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,
- .cam = cam,
- .cam_pos = this->cam_pos,
+ .texture = res,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
@@ -103,7 +117,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
void RenderSystem::render() {
ComponentManager & mgr = this->mediator.component_manager;
- const Camera & cam = this->update_camera();
+ this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);
@@ -113,10 +127,10 @@ void RenderSystem::render() {
const Transform & transform
= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
- bool rendered_particles = this->render_particle(sprite, cam, transform.scale);
+ bool rendered_particles = this->render_particle(sprite, transform.scale);
if (rendered_particles) continue;
- this->render_normal(sprite, cam, transform);
+ this->render_normal(sprite, transform);
}
}