💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "game/systems/render-system.hpp"
#include "game/components/transform-component.hpp"
#include "game/components/rigid-body-component.hpp"
#include <algorithm>
#include <execution>
render_system::render_system(entity::registry& registry):
updatable_system(registry),
updated_scene_transforms(registry, entt::collector.update<transform_component>().where<scene_component>(entt::exclude<rigid_body_component>)),
t(0.0),
dt(0.0),
renderer(nullptr)
{
registry.on_construct<scene_component>().connect<&render_system::on_scene_construct>(this);
registry.on_update<scene_component>().connect<&render_system::on_scene_update>(this);
registry.on_destroy<scene_component>().connect<&render_system::on_scene_destroy>(this);
registry.on_construct<transform_component>().connect<&render_system::on_transform_construct>(this);
}
render_system::~render_system()
{
registry.on_construct<scene_component>().disconnect<&render_system::on_scene_construct>(this);
registry.on_update<scene_component>().disconnect<&render_system::on_scene_update>(this);
registry.on_destroy<scene_component>().disconnect<&render_system::on_scene_destroy>(this);
registry.on_construct<transform_component>().disconnect<&render_system::on_transform_construct>(this);
}
void render_system::update(float t, float dt)
{
this->t = t;
this->dt = dt;
std::for_each
(
std::execution::par_unseq,
updated_scene_transforms.begin(),
updated_scene_transforms.end(),
[&](auto entity_id)
{
auto& transform = registry.get<transform_component>(entity_id);
const auto& scene = registry.get<scene_component>(entity_id);
// WARNING: could potentially lead to multithreading issues with scene::object_base::transformed()
scene.object->set_transform(transform.world);
}
);
updated_scene_transforms.clear();
}
void render_system::draw(float alpha)
{
if (renderer)
{
for (scene::collection* collection: layers)
{
renderer->render(t + dt * alpha, dt, alpha, *collection);
}
}
}
void render_system::add_layer(scene::collection* layer)
{
layers.push_back(layer);
}
void render_system::remove_layers()
{
layers.clear();
}
void render_system::set_renderer(render::renderer* renderer)
{
this->renderer = renderer;
}
void render_system::on_scene_construct(entity::registry& registry, entity::id entity_id)
{
const auto& component = registry.get<::scene_component>(entity_id);
// Update scene object transform with pre-existing transform component
if (const auto transform = registry.try_get<transform_component>(entity_id))
{
component.object->set_transform(transform->world);
}
for (std::size_t i = 0; i < layers.size(); ++i)
{
if (component.layer_mask & static_cast<std::uint8_t>(1 << i))
{
layers[i]->add_object(*component.object);
}
}
}
void render_system::on_scene_update(entity::registry& registry, entity::id entity_id)
{
const auto& component = registry.get<::scene_component>(entity_id);
for (std::size_t i = 0; i < layers.size(); ++i)
{
// Remove from layer
scene::collection* layer = layers[i];
layer->remove_object(*component.object);
if (component.layer_mask & static_cast<std::uint8_t>(1 << i))
{
// Add to layer
layer->add_object(*component.object);
}
}
}
void render_system::on_scene_destroy(entity::registry& registry, entity::id entity_id)
{
const auto& component = registry.get<::scene_component>(entity_id);
for (std::size_t i = 0; i < layers.size(); ++i)
{
if (component.layer_mask & static_cast<std::uint8_t>(1 << i))
{
layers[i]->remove_object(*component.object);
}
}
}
void render_system::on_transform_construct(entity::registry& registry, entity::id entity_id)
{
// Update pre-existing scene object transform withtransform component
if (const auto scene = registry.try_get<scene_component>(entity_id))
{
const auto& transform = registry.get<transform_component>(entity_id);
scene->object->set_transform(transform.world);
}
}