spriteComponent WIP

This commit is contained in:
viktorljung
2016-02-05 16:43:57 +01:00
parent ff26e1235c
commit 8034b42c87
16 changed files with 318 additions and 8 deletions
+51 -2
View File
@@ -31,6 +31,56 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
return true;
}
void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto sprites = world->GetComponents("Sprite");
if (sprites == nullptr) {
return;
}
for (auto& cSprite : *sprites) {
bool visible = cSprite["Visible"];
if (!visible) {
continue;
}
EntityWrapper entity(world, cSprite.EntityID);
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
continue;
}
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
continue;
}
std::string diffuseResource = cSprite["DiffuseTexture"];
std::string glowResource = cSprite["GlowMap"];
if (diffuseResource.empty() && glowResource.empty()) {
continue;
}
float fillPercentage = 0.f;
glm::vec4 fillColor = glm::vec4(0);
if (world->HasComponent(entity.ID, "Fill")) {
auto fillComponent = world->GetComponent(entity.ID, "Fill");
fillPercentage = (float)(double)fillComponent["Percentage"];
fillColor = (glm::vec4)fillComponent["Color"];
}
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
//modelMatrix *= m_Camera->BillboardMatrix();
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage));
jobs.push_back(spriteJob);
}
}
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
{
return entity.FirstParentWithComponent("Camera").Valid();
@@ -167,7 +217,6 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
}
}
void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto directionalLights = world->GetComponents("DirectionalLight");
@@ -189,7 +238,6 @@ void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>&
}
}
void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto texts = world->GetComponents("Text");
@@ -255,6 +303,7 @@ void RenderSystem::Update(double dt)
fillPointLights(scene.PointLightJobs, m_World);
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
fillText(scene.TextJobs, m_World);
fillSprites(scene.SpriteJobs, m_World);
m_RenderFrame->Add(scene);
}