#include #include #include #include "../ComponentManager.h" #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" #include "../util/log.h" #include "Particle.h" #include "api/ParticleEmitter.h" #include "api/Vector2.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; } } void RenderSystem::render_particle(const ParticleEmitter& em, Transform & tm){ if (!em.active) return; SDLContext & render = SDLContext::get_instance(); for (const Particle& p : em.data.particles) { if (!p.active) continue; tm.position = p.position; render.draw(em.data.sprite, tm , *curr_cam); } } void RenderSystem::render_sprites() { ComponentManager & mgr = ComponentManager::get_instance(); auto emitter = mgr.get_components_by_type(); SDLContext & render = SDLContext::get_instance(); Transform test(1, Vector2{0,0},0,0); for (const ParticleEmitter & em : emitter) { auto transforms = mgr.get_components_by_id(em.game_object_id); test.scale = transforms[0].get().scale; test.rotation = transforms[0].get().rotation; this->render_particle(em, test); } } void RenderSystem::update() { this->clear_screen(); this->update_camera(); this->render_sprites(); this->present_screen(); }