Files
Bomberman/sources/System/Renderer/RenderSystem.cpp
2021-06-03 15:00:42 +02:00

66 lines
2.0 KiB
C++

//
// Created by Zoe Roux on 5/27/21.
//
#include <Component/Renderer/Drawable3DComponent.hpp>
#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();
this->_window.beginDrawing();
this->_window.clear();
this->_window.useCamera(this->_camera);
for (auto &entity : this->_wal.scene->getEntities()) {
if (!entity.hasComponent<Drawable3DComponent>()
|| !entity.hasComponent<PositionComponent>())
continue;
auto &drawable = entity.getComponent<Drawable3DComponent>();
auto &pos = entity.getComponent<PositionComponent>();
drawable.drawable->setPosition(pos.position);
drawable.drawable->drawOn(this->_window);
}
this->_window.unuseCamera();
// TODO sort entities based on the Z axis
for (auto &entity : this->_wal.scene->getEntities()) {
if (!entity.hasComponent<Drawable2DComponent>()
|| !entity.hasComponent<PositionComponent>())
continue;
auto &drawable = entity.getComponent<Drawable2DComponent>();
auto &pos = entity.getComponent<PositionComponent>();
drawable.drawable->setPosition(Vector2f(pos.position.x, pos.position.y));
drawable.drawable->drawOn(this->_window);
}
this->_window.endDrawing();
}
void RenderSystem::onUpdate(WAL::Entity &entity, std::chrono::nanoseconds dtime)
{
const auto &pos = entity.getComponent<PositionComponent>();
const auto &cam = entity.getComponent<CameraComponent>();
_camera.setPosition(pos.position);
_camera.setTarget(cam.target);
}
}