// // Created by Zoe Roux on 5/27/21. // #include #include "Models/Vector2.hpp" #include "RenderSystem.hpp" #include "Component/Renderer/CameraComponent.hpp" #include "Component/Position/PositionComponent.hpp" #include "Component/Renderer/Drawable2DComponent.hpp" #include "Drawables/ADrawable3D.hpp" namespace BBM { RenderSystem::RenderSystem(WAL::Wal &wal, RAY::Window &window, bool debugMode) : System(wal), _window(window), _camera(Vector3f(), Vector3f(), Vector3f(0, 1, 0), 50, CAMERA_PERSPECTIVE), _debugMode(debugMode) { this->_window.setFPS(this->FPS); } void RenderSystem::onSelfUpdate() { this->_camera.update(); this->_window.beginDrawing(); this->_window.clear(); this->_window.useCamera(this->_camera); for (auto &[_, pos, drawable] : this->_wal.scene->view()) { drawable.drawable->setPosition(pos.position); drawable.drawable->drawOn(this->_window); } this->_window.unuseCamera(); // TODO sort entities based on the Z axis for (auto &[_, pos, drawable] : this->_wal.scene->view()) { drawable.drawable->setPosition(Vector2f(pos.position.x, pos.position.y)); drawable.drawable->drawOn(this->_window); } if (this->_debugMode) this->_window.drawFPS(Vector2f()); this->_window.endDrawing(); } void RenderSystem::onUpdate(WAL::ViewEntity &entity, std::chrono::nanoseconds dtime) { const auto &pos = entity.get(); const auto &cam = entity.get(); _camera.setPosition(pos.position); _camera.setTarget(cam.target); } }