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#include <algorithm>
#include <cassert>
#include <cmath>
#include <functional>
#include <stdexcept>
#include <vector>
#include "../ComponentManager.h"
#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "RenderSystem.h"
using namespace crepe;
using namespace std;
void RenderSystem::clear_screen() { this->context.clear_screen(); }
void RenderSystem::present_screen() { this->context.present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
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<Transform>(cam.game_object_id).front().get();
this->context.set_camera(cam);
this->curr_cam_ref = &cam;
this->curr_cam_ref->pos = transform.position + this->curr_cam_ref->offset;
}
}
bool sorting_comparison(const Sprite & a, const Sprite & b) {
if (a.sorting_in_layer < b.sorting_in_layer) return true;
if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer;
return false;
}
RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
RefVector<Sprite> sorted_objs(objs);
std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
return sorted_objs;
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
this->render();
this->present_screen();
}
bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
ComponentManager & mgr = this->component_manager;
vector<reference_wrapper<ParticleEmitter>> emitters
= mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
bool rendering_particles = false;
for (const ParticleEmitter & em : emitters) {
if (!(&em.data.sprite == &sprite)) continue;
rendering_particles = true;
if (!em.active) continue;
for (const Particle & p : em.data.particles) {
if (!p.active) continue;
this->context.draw_particle(sprite, p.position, p.angle, scale,
*this->curr_cam_ref);
}
}
return rendering_particles;
}
void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
this->context.draw(sprite, tm, *this->curr_cam_ref);
}
void RenderSystem::render() {
ComponentManager & mgr = this->component_manager;
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);
for (const Sprite & sprite : sorted_sprites) {
if (!sprite.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
bool rendered_particles = this->render_particle(sprite, transform.scale);
if (rendered_particles) continue;
this->render_normal(sprite, transform);
}
}
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