diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 59 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 30 |
2 files changed, 79 insertions, 10 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index fa3d0de..23ab738 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -1,3 +1,4 @@ +#include <cmath> #include <functional> #include <vector> @@ -5,8 +6,11 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" -#include "../util/Log.h" +#include "../util/log.h" +#include "../api/ParticleEmitter.h" +#include "../api/Vector2.h" +#include "Particle.h" #include "RenderSystem.h" using namespace crepe; @@ -24,21 +28,62 @@ void RenderSystem::update_camera() { this->curr_cam = &cam; } } -void RenderSystem::render_sprites() const { - ComponentManager & mgr = this->component_manager; - std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>(); +bool RenderSystem::render_particle(const Sprite & sprite, + const Transform & tm) { + ComponentManager & mgr = ComponentManager::get_instance(); SDLContext & render = SDLContext::get_instance(); + + auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id); + + bool rendering_particles = false; + + Transform tmp(0, Vector2{0, 0}, 0, 0); + tmp.scale = tm.scale; + for (const ParticleEmitter & em : emitters) { + if (!em.active) continue; + if (!(em.data.sprite.game_object_id == sprite.game_object_id)) continue; + + rendering_particles = true; + + for (const Particle & p : em.data.particles) { + if (!p.active) continue; + tmp.position = p.position; + tmp.rotation = p.angle; + render.draw(em.data.sprite, tmp, *curr_cam); + } + } + return rendering_particles; +} +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { + + ComponentManager & mgr = ComponentManager::get_instance(); + SDLContext & render = SDLContext::get_instance(); + + render.draw(sprite, tm, *curr_cam); +} + +void RenderSystem::render() { + + ComponentManager & mgr = ComponentManager::get_instance(); + + auto sprites = mgr.get_components_by_type<Sprite>(); for (const Sprite & sprite : sprites) { - auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); - render.draw(sprite, transforms[0], *curr_cam); + if (!sprite.active) continue; + auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); + + bool rendered_particles = this->render_particle(sprite, transform); + + if (rendered_particles) continue; + + this->render_normal(sprite, transform); } } void RenderSystem::update() { this->clear_screen(); this->update_camera(); - this->render_sprites(); + this->render(); this->present_screen(); } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 87ec494..ad44716 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -1,6 +1,8 @@ #pragma once #include "api/Camera.h" +#include "api/Sprite.h" +#include "api/Transform.h" #include "System.h" @@ -23,6 +25,12 @@ public: */ void update() override; + + RenderSystem(const RenderSystem &) = delete; + RenderSystem(RenderSystem &&) = delete; + RenderSystem & operator=(const RenderSystem &) = delete; + RenderSystem & operator=(RenderSystem &&) = delete; + private: //! Clears the screen in preparation for rendering. void clear_screen() const; @@ -33,12 +41,28 @@ private: //! Updates the active camera used for rendering. void update_camera(); - //! Renders all active sprites to the screen. - void render_sprites() const; + //! 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 &, const Transform & tm); + + /** + * \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 &, const Transform & tm); /** * \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. |