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-rw-r--r--src/crepe/system/RenderSystem.cpp66
-rw-r--r--src/crepe/system/RenderSystem.h29
2 files changed, 75 insertions, 20 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 96c5f27..05b7337 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,12 +1,16 @@
#include <algorithm>
#include <cassert>
+#include <cmath>
#include <functional>
+#include <iostream>
#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"
@@ -14,9 +18,9 @@
using namespace crepe;
using namespace std;
-void RenderSystem::clear_screen() { this->context.clear_screen(); }
+void RenderSystem::clear_screen() const { this->context.clear_screen(); }
-void RenderSystem::present_screen() { this->context.present_screen(); }
+void RenderSystem::present_screen() const { this->context.present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
@@ -25,7 +29,7 @@ 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;
}
}
@@ -38,7 +42,7 @@ bool sorting_comparison(const Sprite & a, const Sprite & b) {
}
std::vector<std::reference_wrapper<Sprite>>
-RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
+RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) const {
std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs);
std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
@@ -46,20 +50,54 @@ RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
return sorted_objs;
}
-void RenderSystem::render_sprites() {
+void RenderSystem::update() {
+ this->clear_screen();
+ this->update_camera();
+ this->render();
+ this->present_screen();
+}
+
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const {
+
+ ComponentManager & mgr = this->component_manager;
+
+ 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.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_ref);
+ }
+ }
+ return rendering_particles;
+}
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const {
+ this->context.draw(sprite, tm, *this->curr_cam_ref);
+}
+
+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) {
- auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
- this->context.draw(sprite, transforms[0], *this->curr_cam_ref);
- }
-}
+ if (!sprite.active) continue;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
-void RenderSystem::update() {
- this->clear_screen();
- this->update_camera();
- this->render_sprites();
- this->present_screen();
+ 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..1a11d5b 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 {
@@ -30,16 +31,33 @@ public:
private:
//! Clears the screen in preparation for rendering.
- void clear_screen();
+ void clear_screen() const;
//! Presents the rendered frame to the display.
- void present_screen();
+ void present_screen() const;
//! 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) const;
/**
* \brief sort a vector sprite objects with
@@ -48,11 +66,10 @@ private:
* \return returns a sorted reference vector
*/
std::vector<std::reference_wrapper<Sprite>>
- sort(std::vector<std::reference_wrapper<Sprite>> & objs);
+ sort(std::vector<std::reference_wrapper<Sprite>> & objs) const;
/**
* \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.