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#include <algorithm>
#include <cassert>
#include <functional>
#include <stdexcept>
#include <vector>
#include "../ComponentManager.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "RenderSystem.h"
using namespace crepe;
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 = this->component_manager;
std::vector<std::reference_wrapper<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) {
SDLContext::get_instance().camera(cam);
this->curr_cam_ref = &cam;
}
}
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;
}
std::vector<std::reference_wrapper<Sprite>>
RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs);
std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
return sorted_objs;
}
void RenderSystem::render_sprites() {
ComponentManager & mgr = this->component_manager;
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], *this->curr_cam_ref);
}
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
this->render_sprites();
this->present_screen();
}
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