Rendering sprites

This commit is contained in:
Stiffly
2014-05-06 13:52:34 +02:00
parent 262d259681
commit 398b157b89
5 changed files with 52 additions and 4 deletions
+11
View File
@@ -55,6 +55,17 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity, "Sprite");
if(spriteComponent != nullptr)
{
//TEMP
Texture* texture = m_World->GetResourceManager()->Load<Texture>("Texture", spriteComponent->SpriteFile);
//glBindTexture(GL_TEXTURE_2D, texture);
auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity, "Transform");
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
}
}
void Systems::RenderSystem::Initialize()