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
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
|
#include <algorithm>
#include <cassert>
#include <cmath>
#include <functional>
#include <optional>
#include <stdexcept>
#include <vector>
#include "../api/Camera.h"
#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Text.h"
#include "../facade/Font.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "../facade/Texture.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
#include "RenderSystem.h"
#include "types.h"
using namespace crepe;
using namespace std;
void RenderSystem::clear_screen() {
SDLContext & ctx = this->mediator.sdl_context;
ctx.clear_screen();
}
void RenderSystem::present_screen() {
SDLContext & ctx = this->mediator.sdl_context;
ctx.present_screen();
}
void RenderSystem::update_camera() {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & ctx = this->mediator.sdl_context;
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();
vec2 new_camera_pos = transform.position + cam.data.postion_offset;
ctx.update_camera_view(cam, new_camera_pos);
return;
}
throw std::runtime_error("No active cameras in current scene");
}
bool sorting_comparison(const Sprite & a, const Sprite & b) {
if (a.data.sorting_in_layer != b.data.sorting_in_layer)
return a.data.sorting_in_layer < b.data.sorting_in_layer;
if (a.data.order_in_layer != b.data.order_in_layer)
return a.data.order_in_layer < b.data.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->render();
this->present_screen();
}
bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & ctx = this->mediator.sdl_context;
ResourceManager & resource_manager = this->mediator.resource_manager;
Texture & res = resource_manager.get<Texture>(sprite.source);
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;
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
.texture = res,
.pos = p.position,
.angle = p.angle,
.scale = scale,
});
}
}
return rendering_particles;
}
void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
SDLContext & ctx = this->mediator.sdl_context;
ResourceManager & resource_manager = this->mediator.resource_manager;
const Texture & res = resource_manager.get<Texture>(sprite.source);
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
.texture = res,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
});
}
void RenderSystem::render() {
ComponentManager & mgr = this->mediator.component_manager;
this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
ResourceManager & resource_manager = this->mediator.resource_manager;
RefVector<Sprite> sorted_sprites = this->sort(sprites);
RefVector<Text> text_components = mgr.get_components_by_type<Text>();
for(Text& text : text_components){
const Transform & transform
= mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
this->render_text(text,transform);
}
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);
}
}
void RenderSystem::render_text(Text & text, const Transform & tm) {
SDLContext & ctx = this->mediator.sdl_context;
// Check if font is available in text
if (!text.font.has_value()) {
}
ResourceManager & resource_manager = this->mediator.resource_manager;
if (text.font.has_value()) {
const Asset& font_asset = text.font.value();
const Font & res = resource_manager.get<Font>(font_asset);
}
}
|