blob: 3fbd175ae248cc1734a13de7ccad6ccdb0ed70a8 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
|
#include <cmath>
#include <functional>
#include <vector>
#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<std::reference_wrapper<Camera>> cameras
= mgr.get_components_by_type<Camera>();
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<ParticleEmitter>();
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<Transform>(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();
}
|