// // Created by Zoe Roux on 5/27/21. // #undef INTERNAL #define INTERNAL public #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/ADrawable2D.hpp" #include "Drawables/ADrawable3D.hpp" namespace BBM { RenderSystem::RenderSystem(WAL::Wal &wal, RAY::Window &window) : WAL::System({ typeid(CameraComponent), typeid(PositionComponent) }), _wal(wal), _window(window), _camera(Vector3f(), Vector3f(), Vector3f(0, 1, 0), 50, CAMERA_PERSPECTIVE) {} void RenderSystem::onSelfUpdate() { this->_camera.update(); BeginDrawing(); ClearBackground(BLACK); BeginMode3D(this->_camera); for (auto &entity : this->_wal.scene->getEntities()) { if (!entity.hasComponent() || !entity.hasComponent()) continue; auto &drawable = entity.getComponent(); auto &pos = entity.getComponent(); drawable.drawable->setPosition(pos.position); drawable.drawable->drawOn(this->_window); } EndMode3D(); // TODO sort entities based on the Z axis for (auto &entity : this->_wal.scene->getEntities()) { if (!entity.hasComponent() || !entity.hasComponent()) continue; auto &drawable = entity.getComponent(); auto &pos = entity.getComponent(); drawable.drawable->setPosition(Vector2f(pos.position.x, pos.position.y)); drawable.drawable->drawOn(this->_window); } EndDrawing(); } void RenderSystem::onUpdate(WAL::Entity &entity, std::chrono::nanoseconds dtime) { const auto &pos = entity.getComponent(); _camera.setPosition(pos.position); } }