diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 64 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 25 |
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. |