💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017-2019 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 "render-system.hpp"
RenderSystem::RenderSystem(ComponentManager* componentManager, Scene* scene):
System(componentManager),
cameraGroup(componentManager),
modelGroup(componentManager),
scene(scene)
{
cameraGroup.addGroupObserver(this);
modelGroup.addGroupObserver(this);
}
RenderSystem::~RenderSystem()
{}
void RenderSystem::update(float t, float dt)
{
// Update transform of all cameras
for (const CameraGroup::Member* member: *cameraGroup.getMembers())
{
CameraComponent* camera = std::get<0>(member->components);
TransformComponent* transform = std::get<1>(member->components);
Vector3 forward = glm::normalize(transform->transform.rotation * Vector3(0.0f, 0.0f, -1.0f));
Vector3 up = glm::normalize(transform->transform.rotation * Vector3(0.0f, 1.0f, 0.0f));
Vector3 right = glm::normalize(glm::cross(forward, up));
camera->camera->lookAt(transform->transform.translation, transform->transform.translation + forward, up);
//camera->camera->setTransform(transform->transform);
}
// Update transform of all model instances
for (const ModelGroup::Member* member: *modelGroup.getMembers())
{
ModelComponent* model = std::get<0>(member->components);
TransformComponent* transform = std::get<1>(member->components);
model->model.setTransform(transform->transform);
}
}
void RenderSystem::memberRegistered(const CameraGroup::Member* member)
{
CameraComponent* camera = std::get<0>(member->components);
scene->addObject(camera->camera);
}
void RenderSystem::memberUnregistered(const CameraGroup::Member* member)
{
CameraComponent* camera = std::get<0>(member->components);
scene->removeObject(camera->camera);
}
void RenderSystem::memberRegistered(const ModelGroup::Member* member)
{
ModelComponent* model = std::get<0>(member->components);
scene->addObject(&model->model);
}
void RenderSystem::memberUnregistered(const ModelGroup::Member* member)
{
ModelComponent* model = std::get<0>(member->components);
scene->removeObject(&model->model);
}