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#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 "../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<std::reference_wrapper<Camera>> cameras
= mgr.get_components_by_type<Camera>();
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<ParticleEmitter>(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<Sprite>();
for (const Sprite & sprite : sprites) {
if (!sprite.active) continue;
auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id);
bool rendered_particles = this->render_particle(sprite, transform[0].get());
if (rendered_particles) continue;
this->render_normal(sprite, transform[0].get());
}
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
this->render();
this->present_screen();
}
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