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#include <algorithm>
#include <cassert>
#include <functional>
#include <vector>
#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<std::reference_wrapper<Camera>> cameras
= mgr.get_components_by_type<Camera>();
for (Camera & cam : cameras) {
SDLContext::get_instance().camera(cam);
this->curr_cam = &cam;
}
}
std::vector<std::reference_wrapper<Sprite>>
RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
if (objs.empty()) return {};
std::vector<std::reference_wrapper<Sprite>> 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<Sprite> & a,
const std::reference_wrapper<Sprite> & 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<Sprite>();
auto sorted_sprites = this->sort(sprites);
SDLContext & render = SDLContext::get_instance();
for (const Sprite & sprite : sorted_sprites) {
auto transforms
= mgr.get_components_by_id<Transform>(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();
}
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