// // 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 #include "Drawables/ADrawable3D.hpp" #include "Component/Shaders/ShaderComponent.hpp" #include "Component/Collision/CollisionComponent.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 &[entity, pos, drawable] : this->_wal.scene->view()) { auto *modelShader = entity.tryGetComponent(); if (modelShader) { auto &model = dynamic_cast(*drawable.drawable); model.setShader(modelShader->getShader()); } drawable.drawable->setPosition(pos.position); drawable.drawable->drawOn(this->_window); if (modelShader) { auto &model = dynamic_cast(*drawable.drawable); model.resetShader(); } } this->_window.unuseCamera(); // TODO sort entities based on the Z axis for (auto &[entity, pos, drawable] : this->_wal.scene->view()) { auto *shader = entity.tryGetComponent(); if (shader) { RAY::Shader::BeginUsingCustomShader(shader->getShader()); } drawable.drawable->setPosition(Vector2f(pos.position.x, pos.position.y)); drawable.drawable->drawOn(this->_window); if (shader) { RAY::Shader::EndUsingCustomShader(); } } 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); } }