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-rw-r--r--src/crepe/api/Texture.cpp2
-rw-r--r--src/crepe/facade/SDLContext.cpp24
-rw-r--r--src/crepe/facade/SDLContext.h6
-rw-r--r--src/crepe/system/RenderSystem.cpp59
-rw-r--r--src/crepe/system/RenderSystem.h30
5 files changed, 89 insertions, 32 deletions
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
index de0d0ea..734a5bb 100644
--- a/src/crepe/api/Texture.cpp
+++ b/src/crepe/api/Texture.cpp
@@ -35,5 +35,5 @@ int Texture::get_width() const {
}
int Texture::get_height() const {
if (this->texture == nullptr) return 0;
- return SDLContext::get_instance().get_width(*this);
+ return SDLContext::get_instance().get_height(*this);
}
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 83e91f8..40189f6 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -7,8 +7,8 @@
#include <cmath>
#include <cstddef>
#include <functional>
-#include <iostream>
#include <memory>
+#include <stdexcept>
#include <string>
#include "../api/Sprite.h"
@@ -31,28 +31,20 @@ SDLContext::SDLContext() {
// FIXME: read window defaults from config manager
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- // FIXME: throw exception
- std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
- return;
+ throw std::runtime_error("SDL could not initialize!");
}
SDL_Window * tmp_window
= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
this->viewport.w, this->viewport.h, 0);
if (!tmp_window) {
- // FIXME: throw exception
- std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;
- return;
+ throw std::runtime_error("Window could not be created!");
}
this->game_window = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }};
SDL_Renderer * tmp_renderer
= SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED);
if (!tmp_renderer) {
- // FIXME: throw exception
- std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError()
- << std::endl;
- SDL_DestroyWindow(this->game_window.get());
- return;
+ throw std::runtime_error("Renderer could not be created!");
}
this->game_renderer
@@ -60,9 +52,7 @@ SDLContext::SDLContext() {
int img_flags = IMG_INIT_PNG;
if (!(IMG_Init(img_flags) & img_flags)) {
- // FIXME: throw exception
- std::cout << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError()
- << std::endl;
+ throw std::runtime_error("SDL_image could not initialize!");
}
}
@@ -135,8 +125,8 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const
void SDLContext::camera(const Camera & cam) {
this->viewport.w = static_cast<int>(cam.aspect_width);
this->viewport.h = static_cast<int>(cam.aspect_height);
- this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2);
- this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2);
+ this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2);
+ this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2);
SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
cam.bg_color.b, cam.bg_color.a);
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 007092b..78ac56b 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -11,10 +11,6 @@
#include "../api/Transform.h"
#include "api/Camera.h"
-// FIXME: this needs to be removed
-const int SCREEN_WIDTH = 640;
-const int SCREEN_HEIGHT = 480;
-
namespace crepe {
// TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this
@@ -127,6 +123,8 @@ private:
*/
void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
+ void draw_particle(const Vector2 & pos, const Camera & camera);
+
//! Clears the screen, preparing for a new frame.
void clear_screen();
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.