#include #include #include #include "../ComponentManager.h" #include "../api/Sprite.h" #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; 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; } } 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(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(); for (const Sprite & sprite : sprites) { if (!sprite.active) continue; auto transform = mgr.get_components_by_id(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(); this->present_screen(); }