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enduro2d/sources/enduro2d/high/systems/render_system.cpp

111 lines
3.7 KiB
C++

/*******************************************************************************
* This file is part of the "Enduro2D"
* For conditions of distribution and use, see copyright notice in LICENSE.md
* Copyright (C) 2018-2019, by Matvey Cherevko (blackmatov@gmail.com)
******************************************************************************/
#include <enduro2d/high/systems/render_system.hpp>
#include <enduro2d/high/components/actor.hpp>
#include <enduro2d/high/components/camera.hpp>
#include <enduro2d/high/components/scene.hpp>
#include "render_system_impl/render_system_base.hpp"
#include "render_system_impl/render_system_batcher.hpp"
#include "render_system_impl/render_system_drawer.hpp"
namespace
{
using namespace e2d;
using namespace e2d::render_system_impl;
template < typename T, typename Comp, typename F >
void for_each_by_sorted_components(ecs::registry& owner, Comp&& comp, F&& f) {
static vector<std::pair<ecs::const_entity,T>> temp_components;
try {
temp_components.reserve(owner.component_count<T>());
owner.for_each_component<T>([](const ecs::const_entity& e, const T& t){
temp_components.emplace_back(e, t);
});
std::sort(
temp_components.begin(),
temp_components.end(),
[&comp](const auto& l, const auto& r){
return comp(l.second, r.second);
});
for ( auto& p : temp_components ) {
f(p.first, p.second);
}
} catch (...) {
temp_components.clear();
throw;
}
temp_components.clear();
}
void for_all_scenes(drawer::context& ctx, ecs::registry& owner) {
const auto comp = [](const scene& l, const scene& r) noexcept {
return l.depth() < r.depth();
};
const auto func = [&ctx](const ecs::const_entity& scn_e, const scene&) {
const actor* scn_a = scn_e.find_component<actor>();
if ( scn_a && scn_a->node() ) {
nodes::for_extracted_nodes(scn_a->node(), [&ctx](const const_node_iptr& node){
ctx.draw(node);
});
}
};
for_each_by_sorted_components<scene>(owner, comp, func);
}
void for_all_cameras(drawer& drawer, ecs::registry& owner) {
const auto comp = [](const camera& l, const camera& r) noexcept {
return l.depth() < r.depth();
};
const auto func = [&drawer, &owner](const ecs::const_entity& cam_e, const camera& cam) {
const actor* const cam_a = cam_e.find_component<actor>();
const const_node_iptr cam_n = cam_a ? cam_a->node() : nullptr;
drawer.with(cam, cam_n, [&owner](drawer::context& ctx){
for_all_scenes(ctx, owner);
});
};
for_each_by_sorted_components<camera>(owner, comp, func);
}
}
namespace e2d
{
//
// render_system::internal_state
//
class render_system::internal_state final : private noncopyable {
public:
internal_state()
: drawer_(the<engine>(), the<debug>(), the<render>(), the<window>()) {}
~internal_state() noexcept = default;
void process(ecs::registry& owner) {
for_all_cameras(drawer_, owner);
}
private:
drawer drawer_;
};
//
// render_system
//
render_system::render_system()
: state_(new internal_state()) {}
render_system::~render_system() noexcept = default;
void render_system::process(
ecs::registry& owner,
const ecs::after<systems::render_event>& trigger)
{
E2D_UNUSED(trigger);
state_->process(owner);
}
}