/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "render-system.hpp" #include "game/components/transform-component.hpp" #include "renderer/renderer.hpp" using namespace ecs; render_system::render_system(entt::registry& registry): entity_system(registry), renderer(nullptr) { registry.on_construct().connect<&render_system::on_model_construct>(this); registry.on_replace().connect<&render_system::on_model_replace>(this); registry.on_destroy().connect<&render_system::on_model_destroy>(this); } void render_system::update(double t, double dt) { registry.view().each ( [this](auto entity, auto& transform, auto& model) { model_instance* instance = model_instances[entity]; instance->set_transform(transform.world); if (transform.warp) { instance->get_transform_tween().update(); instance->update_tweens(); transform.warp = false; } } ); } void render_system::render(double alpha) { if (renderer) { for (const scene* scene: layers) { renderer->render(alpha, *scene); } } } void render_system::add_layer(::scene* layer) { layers.push_back(layer); } void render_system::remove_layers() { layers.clear(); } void render_system::set_renderer(::renderer* renderer) { this->renderer = renderer; } model_instance* render_system::get_model_instance(entt::entity entity) { if (auto it = model_instances.find(entity); it != model_instances.end()) return it->second; return nullptr; } void render_system::update_model_and_materials(entt::entity entity, model_component& model) { if (auto model_it = model_instances.find(entity); model_it != model_instances.end()) { model_it->second->set_model(model.model); model_it->second->set_instanced((model.instance_count > 0), model.instance_count); for (auto material_it = model.materials.begin(); material_it != model.materials.end(); ++material_it) { model_it->second->set_material(material_it->first, material_it->second); } // Add model instance to its specified layers for (std::size_t i = 0; i < std::min(layers.size(), (sizeof(model.layers) << 3)); ++i) { layers[i]->remove_object(model_it->second); if ((model.layers >> i) & 1) { layers[i]->add_object(model_it->second); } } } } void render_system::on_model_construct(entt::registry& registry, entt::entity entity, model_component& model) { ::model_instance* model_instance = new ::model_instance(); model_instances[entity] = model_instance; update_model_and_materials(entity, model); } void render_system::on_model_replace(entt::registry& registry, entt::entity entity, model_component& model) { update_model_and_materials(entity, model); } void render_system::on_model_destroy(entt::registry& registry, entt::entity entity) { if (auto it = model_instances.find(entity); it != model_instances.end()) { // Remove model instance from all layers for (std::size_t i = 0; i < layers.size(); ++i) { layers[i]->remove_object(it->second); } delete it->second; model_instances.erase(it); } }