💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "render-system.hpp"
#include "ecs/components/transform-component.hpp"
#include "renderer/renderer.hpp"
#include "scene/point-light.hpp"
#include "scene/directional-light.hpp"
#include "scene/ambient-light.hpp"
#include "scene/spot-light.hpp"
#include <iostream>
namespace ecs {
render_system::render_system(ecs::registry& registry):
entity_system(registry),
renderer(nullptr)
{
registry.on_construct<model_component>().connect<&render_system::on_model_construct>(this);
registry.on_replace<model_component>().connect<&render_system::on_model_replace>(this);
registry.on_destroy<model_component>().connect<&render_system::on_model_destroy>(this);
registry.on_construct<light_component>().connect<&render_system::on_light_construct>(this);
registry.on_replace<light_component>().connect<&render_system::on_light_replace>(this);
registry.on_destroy<light_component>().connect<&render_system::on_light_destroy>(this);
}
void render_system::update(double t, double dt)
{
// Update model instance transforms
registry.view<transform_component, model_component>().each
(
[this](ecs::entity entity, auto& transform, auto& model)
{
scene::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;
}
}
);
// Update light transforms
registry.view<transform_component, light_component>().each
(
[this](ecs::entity entity, auto& transform, auto& light)
{
scene::light* light_object = lights[entity];
light_object->set_transform(transform.world);
if (transform.warp)
{
light_object->get_transform_tween().update();
light_object->update_tweens();
transform.warp = false;
}
}
);
}
void render_system::render(double alpha)
{
if (renderer)
{
for (const scene::collection* collection: layers)
{
renderer->render(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(::renderer* renderer)
{
this->renderer = renderer;
}
scene::model_instance* render_system::get_model_instance(ecs::entity entity)
{
if (auto it = model_instances.find(entity); it != model_instances.end())
return it->second;
return nullptr;
}
scene::light* render_system::get_light(ecs::entity entity)
{
if (auto it = lights.find(entity); it != lights.end())
return it->second;
return nullptr;
}
void render_system::update_model_and_materials(ecs::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<std::size_t>(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::update_light(ecs::entity entity, ecs::light_component& component)
{
if (auto light_it = lights.find(entity); light_it != lights.end())
{
scene::light* light = light_it->second;
light->set_color(component.color);
light->set_intensity(component.intensity);
switch (light->get_light_type())
{
case scene::light_type::point:
{
scene::point_light* point = static_cast<scene::point_light*>(light);
point->set_attenuation(component.attenuation);
break;
}
case scene::light_type::spot:
{
scene::spot_light* spot = static_cast<scene::spot_light*>(light);
spot->set_attenuation(component.attenuation);
spot->set_cutoff(component.cutoff);
break;
}
default:
break;
}
}
}
void render_system::on_model_construct(ecs::registry& registry, ecs::entity entity, model_component& model)
{
scene::model_instance* model_instance = new scene::model_instance();
model_instances[entity] = model_instance;
update_model_and_materials(entity, model);
}
void render_system::on_model_replace(ecs::registry& registry, ecs::entity entity, model_component& model)
{
update_model_and_materials(entity, model);
}
void render_system::on_model_destroy(ecs::registry& registry, ecs::entity entity)
{
if (auto it = model_instances.find(entity); it != model_instances.end())
{
scene::model_instance* model_instance = it->second;
// Remove model instance from all layers
for (scene::collection* layer: layers)
layer->remove_object(model_instance);
model_instances.erase(it);
delete model_instance;
}
}
void render_system::on_light_construct(ecs::registry& registry, ecs::entity entity, light_component& component)
{
scene::light* light = nullptr;
switch (component.type)
{
case scene::light_type::ambient:
light = new scene::ambient_light();
break;
case scene::light_type::directional:
light = new scene::directional_light();
break;
case scene::light_type::point:
light = new scene::point_light();
break;
case scene::light_type::spot:
light = new scene::spot_light();
break;
default:
break;
}
if (light)
{
lights[entity] = light;
for (scene::collection* layer: layers)
layer->add_object(light);
update_light(entity, component);
}
}
void render_system::on_light_replace(ecs::registry& registry, ecs::entity entity, light_component& light)
{
update_light(entity, light);
}
void render_system::on_light_destroy(ecs::registry& registry, ecs::entity entity)
{
if (auto it = lights.find(entity); it != lights.end())
{
scene::light* light = it->second;
for (scene::collection* layer: layers)
layer->remove_object(light);
lights.erase(it);
delete light;
}
}
} // namespace ecs