#include #include #include #include #include "../ComponentManager.h" #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" #include "../util/log.h" #include "Asset.h" #include "RenderSystem.h" using namespace crepe; RenderSystem::RenderSystem() { dbg_trace(); } RenderSystem::~RenderSystem() { dbg_trace(); } RenderSystem & RenderSystem::get_instance() { static RenderSystem instance; return instance; } void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); } void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); } void RenderSystem::update_camera() { ComponentManager & mgr = ComponentManager::get_instance(); std::vector> cameras = mgr.get_components_by_type(); for (Camera & cam : cameras) { SDLContext::get_instance().camera(cam); this->curr_cam = &cam; } } std::vector> RenderSystem::sort(std::vector> & objs) { if (objs.empty()) return {}; std::vector> sorted_objs; sorted_objs.insert(sorted_objs.end(), objs.begin(), objs.end()); assert(sorted_objs.size() != objs.size()); std::sort(sorted_objs.begin(), sorted_objs.end(), [](const std::reference_wrapper & a, const std::reference_wrapper & b) { const Sprite & sprite_a = a.get(); const Sprite & sprite_b = b.get(); if (sprite_a.sorting_in_layer == sprite_b.sorting_in_layer) { return sprite_a.order_in_layer < sprite_b.order_in_layer; } return sprite_a.sorting_in_layer < sprite_b.sorting_in_layer; }); return sorted_objs; } void RenderSystem::render_sprites() { ComponentManager & mgr = ComponentManager::get_instance(); auto sprites = mgr.get_components_by_type(); auto sorted_sprites = this->sort(sprites); SDLContext & render = SDLContext::get_instance(); for (const Sprite & sprite : sorted_sprites) { auto transforms = mgr.get_components_by_id(sprite.game_object_id); render.draw(sprite, transforms[0], *curr_cam); } } void RenderSystem::update() { this->clear_screen(); this->update_camera(); this->render_sprites(); this->present_screen(); }