diff options
Diffstat (limited to 'src/crepe/system')
| -rw-r--r-- | src/crepe/system/RenderSystem.cpp | 63 | ||||
| -rw-r--r-- | src/crepe/system/RenderSystem.h | 25 | 
2 files changed, 72 insertions, 16 deletions
| diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 96c5f27..e379771 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" @@ -25,7 +29,8 @@ 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); +		if (!cam.active) continue; +		this->context.set_camera(cam);  		this->curr_cam_ref = &cam;  	}  } @@ -38,7 +43,7 @@ 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 +51,54 @@ 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) { + +	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) { +	this->context.draw(sprite, tm, *this->curr_cam_ref); +} + +void RenderSystem::render() { +  	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..d25a6e3 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 { @@ -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(); + +	/** +	 * \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); + +	/** +	 * \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 @@ -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. |