Files
enduro2d/sources/enduro2d/high/systems/render_system.cpp
2020-02-25 12:28:48 +07:00

99 lines
2.9 KiB
C++

/*******************************************************************************
* This file is part of the "Enduro2D"
* For conditions of distribution and use, see copyright notice in LICENSE.md
* Copyright (C) 2018-2020, 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/disabled.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;
void for_all_children(
const const_node_iptr& root,
drawer::context& ctx)
{
ctx.draw(root);
nodes::for_each_child(root, [&ctx](const const_node_iptr& child){
for_all_children(child, ctx);
});
}
void for_all_scenes(drawer::context& ctx, const ecs::registry& owner) {
const auto comp = [](const auto& l, const auto& r) noexcept {
return std::get<scene>(l).depth() < std::get<scene>(r).depth();
};
const auto func = [&ctx](
const ecs::const_entity&,
const scene&,
const actor& scene_a)
{
for_all_children(scene_a.node(), ctx);
};
ecsex::for_extracted_sorted_components<scene, actor>(
owner,
comp,
func,
!ecs::exists_any<
disabled<actor>,
disabled<scene>>());
}
}
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_render(const ecs::const_entity& cam_e, ecs::registry& owner) {
if ( !cam_e.valid() || !cam_e.exists_component<camera>() ) {
return;
}
drawer_.with(
cam_e.get_component<camera>(),
[&owner](drawer::context& ctx){
for_all_scenes(ctx, 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_PROFILER_SCOPE("render_system.process_render");
state_->process_render(trigger.event.cam_e, owner);
}
}