89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Systems/RenderSystem.hpp>
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#include <Nazara/Graphics/ColorBackground.hpp>
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#include <NDK/Components/CameraComponent.hpp>
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/Components/LightComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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namespace Ndk
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{
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RenderSystem::RenderSystem()
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{
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SetUpdateRate(0.f);
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}
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void RenderSystem::OnEntityRemoved(Entity* entity)
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{
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m_cameras.Remove(entity);
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m_drawables.Remove(entity);
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m_lights.Remove(entity);
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}
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void RenderSystem::OnEntityValidation(Entity* entity, bool justAdded)
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{
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if (entity->HasComponent<CameraComponent>() && entity->HasComponent<NodeComponent>())
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{
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m_cameras.Insert(entity);
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std::sort(m_cameras.begin(), m_cameras.end(), [](const EntityHandle& handle1, const EntityHandle& handle2)
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{
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return handle1->GetComponent<CameraComponent>().GetLayer() < handle2->GetComponent<CameraComponent>().GetLayer();
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});
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}
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else
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m_cameras.Remove(entity);
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if (entity->HasComponent<GraphicsComponent>() && entity->HasComponent<NodeComponent>())
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m_drawables.Insert(entity);
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else
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m_drawables.Remove(entity);
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if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
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m_lights.Insert(entity);
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else
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m_lights.Remove(entity);
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}
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void RenderSystem::OnUpdate(float elapsedTime)
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{
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for (const Ndk::EntityHandle& camera : m_cameras)
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{
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CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
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camComponent.ApplyView();
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NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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renderQueue->Clear();
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for (const Ndk::EntityHandle& light : m_drawables)
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{
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GraphicsComponent& graphicsComponent = light->GetComponent<GraphicsComponent>();
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NodeComponent& drawableNode = light->GetComponent<NodeComponent>();
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graphicsComponent.AddToRenderQueue(renderQueue);
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}
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for (const Ndk::EntityHandle& light : m_lights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& drawableNode = light->GetComponent<NodeComponent>();
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lightComponent.AddToRenderQueue(renderQueue, drawableNode.GetTransformMatrix());
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}
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NzColorBackground background;
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NzSceneData sceneData;
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sceneData.ambientColor = NzColor(25, 25, 25);
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sceneData.background = &background;
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sceneData.viewer = &camComponent;
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m_renderTechnique.Draw(sceneData);
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}
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}
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SystemIndex RenderSystem::systemIndex;
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}
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