aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/system')
-rw-r--r--src/crepe/system/RenderSystem.cpp64
-rw-r--r--src/crepe/system/RenderSystem.h25
2 files changed, 73 insertions, 16 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);
+ }
+}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 57b9c73..b9033fb 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -6,6 +6,7 @@
#include "facade/SDLContext.h"
#include "System.h"
+#include <cmath>
namespace crepe {
@@ -27,7 +28,7 @@ public:
* This method is called to perform all rendering operations for the current game frame.
*/
void update() override;
-
+
private:
//! Clears the screen in preparation for rendering.
void clear_screen();
@@ -38,8 +39,25 @@ private:
//! Updates the active camera used for rendering.
void update_camera();
- //! Renders all active sprites to the screen.
- void render_sprites();
+ //! Renders the whole screen
+ void render() const;
+
+ /**
+ * \brief Renders all the particles on the screen from a given sprite.
+ *
+ * \param sprite renders the particles with given texture
+ * \param tm the Transform component for scale
+ * \return true if particles have been rendered
+ */
+ bool render_particle(const Sprite & sprite, const double & scale) const;
+
+ /**
+ * \brief renders a sprite with a Transform component on the screen
+ *
+ * \param sprite the sprite component that holds all the data
+ * \param tm the Transform component that holds the position,rotation and scale
+ */
+ void render_normal(const Sprite & sprite, const Transform & tm);
/**
* \brief sort a vector sprite objects with
@@ -52,7 +70,6 @@ private:
/**
* \todo Include color handling for sprites.
- * \todo Implement particle emitter rendering with sprites.
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
* \todo Ensure each sprite is checked for active status before rendering.