#include #include #include #include #include #include #include "../api/Camera.h" #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" #include "../facade/Texture.h" #include "../manager/ComponentManager.h" #include "../manager/ResourceManager.h" #include "RenderSystem.h" #include "types.h" using namespace crepe; using namespace std; void RenderSystem::clear_screen() { SDLContext & ctx = this->mediator.sdl_context; ctx.clear_screen(); } void RenderSystem::present_screen() { SDLContext & ctx = this->mediator.sdl_context; ctx.present_screen(); } void RenderSystem::update_camera() { ComponentManager & mgr = this->mediator.component_manager; SDLContext & ctx = this->mediator.sdl_context; RefVector cameras = mgr.get_components_by_type(); if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene"); for (Camera & cam : cameras) { if (!cam.active) continue; const Transform & transform = mgr.get_components_by_id(cam.game_object_id).front().get(); vec2 new_camera_pos = transform.position + cam.data.postion_offset; ctx.update_camera_view(cam, new_camera_pos); return; } throw std::runtime_error("No active cameras in current scene"); } bool sorting_comparison(const Sprite & a, const Sprite & b) { if (a.data.sorting_in_layer != b.data.sorting_in_layer) return a.data.sorting_in_layer < b.data.sorting_in_layer; if (a.data.order_in_layer != b.data.order_in_layer) return a.data.order_in_layer < b.data.order_in_layer; return false; } RefVector RenderSystem::sort(RefVector & objs) const { RefVector sorted_objs(objs); std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison); return sorted_objs; } void RenderSystem::frame_update() { this->clear_screen(); this->render(); this->present_screen(); } bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { ComponentManager & mgr = this->mediator.component_manager; SDLContext & ctx = this->mediator.sdl_context; ResourceManager & resource_manager = this->mediator.resource_manager; Texture & res = resource_manager.get(sprite.source); vector> emitters = mgr.get_components_by_id(sprite.game_object_id); bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { if (&em.sprite != &sprite) continue; rendering_particles = true; if (!em.active) continue; for (const Particle & p : em.particles) { if (!p.active) continue; ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .texture = res, .pos = p.position, .angle = p.angle, .scale = scale, }); } } return rendering_particles; } void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { SDLContext & ctx = this->mediator.sdl_context; ResourceManager & resource_manager = this->mediator.resource_manager; const Texture & res = resource_manager.get(sprite.source); ctx.draw(SDLContext::RenderContext{ .sprite = sprite, .texture = res, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, }); } void RenderSystem::render() { ComponentManager & mgr = this->mediator.component_manager; this->update_camera(); RefVector sprites = mgr.get_components_by_type(); RefVector sorted_sprites = this->sort(sprites); for (const Sprite & sprite : sorted_sprites) { if (!sprite.active) continue; const Transform & transform = mgr.get_components_by_id(sprite.game_object_id).front().get(); bool rendered_particles = this->render_particle(sprite, transform.scale); if (rendered_particles) continue; this->render_normal(sprite, transform); } }