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-rw-r--r--src/crepe/api/Texture.cpp2
-rw-r--r--src/crepe/facade/SDLContext.cpp4
-rw-r--r--src/crepe/facade/SDLContext.h7
-rw-r--r--src/crepe/system/RenderSystem.cpp56
-rw-r--r--src/crepe/system/RenderSystem.h18
-rw-r--r--src/example/CMakeLists.txt1
-rw-r--r--src/example/rendering_particle.cpp61
7 files changed, 134 insertions, 15 deletions
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
index 5ebd23d..8ce65c2 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 236bf8c..cacf238 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -181,12 +181,12 @@ SDLContext::texture_from_path(const std::string & path) {
return img_texture;
}
-int SDLContext::get_width(const Texture & ctx) const {
+int SDLContext::get_width(const Texture & ctx) {
int w;
SDL_QueryTexture(ctx.texture.get(), NULL, NULL, &w, NULL);
return w;
}
-int SDLContext::get_height(const Texture & ctx) const {
+int SDLContext::get_height(const Texture & ctx) {
int h;
SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h);
return h;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 536dec5..c4392bd 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -10,6 +10,7 @@
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "api/Camera.h"
+#include "api/Vector2.h"
// FIXME: this needs to be removed
const int SCREEN_WIDTH = 640;
@@ -108,14 +109,14 @@ private:
* \param texture Reference to the Texture object.
* \return Width of the texture as an integer.
*/
- int get_width(const Texture &) const;
+ int get_width(const Texture &) ;
/**
* \brief Gets the height of a texture.
* \param texture Reference to the Texture object.
* \return Height of the texture as an integer.
*/
- int get_height(const Texture &) const;
+ int get_height(const Texture &) ;
private:
//! Will use draw,clear_screen, present_screen, camera.
@@ -130,6 +131,8 @@ 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 10211a3..17a2337 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,3 +1,4 @@
+#include <cmath>
#include <functional>
#include <vector>
@@ -6,7 +7,10 @@
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "../util/log.h"
+#include "../api/ParticleEmitter.h"
+#include "../api/Vector2.h"
+#include "Particle.h"
#include "RenderSystem.h"
using namespace crepe;
@@ -38,24 +42,62 @@ void RenderSystem::update_camera() {
this->curr_cam = &cam;
}
}
-void RenderSystem::render_sprites() const {
+
+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;
- std::vector<std::reference_wrapper<Sprite>> sprites
- = mgr.get_components_by_type<Sprite>();
+ 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);
+
+ bool rendered_particles = this->render_particle(sprite, transform[0].get());
+
+ if (rendered_particles) continue;
+
+ this->render_normal(sprite, transform[0].get());
}
}
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 70db21a..468f79b 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"
@@ -43,12 +45,22 @@ 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);
+
+ 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.
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index 3a5b543..ec08c08 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -29,5 +29,6 @@ add_example(db)
add_example(ecs)
add_example(scene_manager)
add_example(particles)
+add_example(rendering_particle)
add_example(gameloop)
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
new file mode 100644
index 0000000..dd08354
--- /dev/null
+++ b/src/example/rendering_particle.cpp
@@ -0,0 +1,61 @@
+#include "api/Camera.h"
+#include "system/ParticleSystem.h"
+#include <SDL2/SDL_timer.h>
+#include <crepe/ComponentManager.h>
+
+#include <crepe/Component.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Texture.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/RenderSystem.h>
+#include <crepe/util/log.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Vector2.h>
+
+#include <chrono>
+
+using namespace crepe;
+using namespace std;
+
+int main(int argc, char * argv[]) {
+ GameObject game_object(0, "", "", Vector2{100, 100}, 0, 0.1);
+ Color color(0, 0, 0, 0);
+ Sprite test_sprite = game_object.add_component<Sprite>(
+ make_shared<Texture>("../asset/texture/img.png"), color,
+ FlipSettings{false, false});
+ game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
+ .position = {0, 0},
+ .max_particles = 10,
+ .emission_rate = 0.5,
+ .min_speed = 6,
+ .max_speed = 20,
+ .min_angle = -20,
+ .max_angle = 20,
+ .begin_lifespan = 0,
+ .end_lifespan = 60,
+ .force_over_time = Vector2{0, 0},
+ .boundary{
+ .width = 1000,
+ .height = 1000,
+ .offset = Vector2{0, 0},
+ .reset_on_exit = false,
+ },
+ .sprite = test_sprite,
+ });
+ game_object.add_component<Camera>(Color::get_white());
+
+ auto & sys = crepe::RenderSystem::get_instance();
+ auto sys_part = crepe::ParticleSystem();
+ auto start = std::chrono::steady_clock::now();
+ while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
+ sys_part.update();
+ sys.update();
+ SDL_Delay(10 );
+ }
+
+ return 0;
+}
+