Files
fishtanks/src/Systems/RenderSystem.cpp
T

118 lines
4.7 KiB
C++
Executable File

#include "PrecompiledHeader.h"
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm)
{
rm->RegisterType("Shader", [](std::string resourceName) { return new ShaderProgram(resourceName); });
}
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register<Components::Camera>([]() { return new Components::Camera(); });
cf->Register<Components::Model>([]() { return new Components::Model(); });
cf->Register<Components::Sprite>([]() { return new Components::Sprite(); });
cf->Register<Components::PointLight>([]() { return new Components::PointLight(); });
cf->Register<Components::DirectionalLight>([]() { return new Components::DirectionalLight(); });
cf->Register<Components::Viewport>([]() { return new Components::Viewport(); });
cf->Register<Components::BlendMap>([]() { return new Components::BlendMap(); });
}
void Systems::RenderSystem::OnEntityCommit(EntityID entity)
{
//auto transform = m_World->GetComponent<Components::Transform>(entity);
//auto camera = m_World->GetComponent<Components::Camera>(entity);
//if (transform && camera)
//{
// m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
// m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
//}
//auto viewport = m_World->GetComponent<Components::Viewport>(entity);
//if (viewport)
//{
// m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
// if (viewport->Camera != 0)
// {
// m_Renderer->UpdateViewport(entity, viewport->Camera);
// }
//}
}
void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
//auto templateComponent = m_World->GetComponent<Components::Template>(entity);
//if (templateComponent)
// return;
//auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
//// Draw models
//auto modelComponent = m_World->GetComponent<Components::Model>(entity);
//if (transformComponent && modelComponent)
//{
// auto model = m_World->ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
// if (model)
// {
// /*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
// glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
// glm::vec3 scale = m_TransformSystem->AbsoluteScale(entity);*/
// Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
// m_Renderer->AddModelToDraw(model, absoluteTransform.Position, absoluteTransform.Orientation, absoluteTransform.Scale, modelComponent->Visible, modelComponent->ShadowCaster);
// }
//}
//auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
//if (transformComponent && pointLightComponent)
//{
// glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
// m_Renderer->AddPointLightToDraw(
// position,
// pointLightComponent->Specular,
// pointLightComponent->Diffuse,
// pointLightComponent->specularExponent,
// pointLightComponent->ConstantAttenuation,
// pointLightComponent->LinearAttenuation,
// pointLightComponent->QuadraticAttenuation
// );
//}
//auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
//if (transformComponent && cameraComponent)
//{
// m_Renderer->UpdateCamera(entity
// , m_TransformSystem->AbsolutePosition(entity)
// , m_TransformSystem->AbsoluteOrientation(entity)
// , cameraComponent->FOV
// , cameraComponent->NearClip
// , cameraComponent->FarClip);
//}
//auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
//if (viewportComponent)
//{
// if (viewportComponent->Camera != 0)
// {
// m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
// }
//}
//auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
//if (transformComponent && spriteComponent)
//{
// //TEMP
// Texture* texture = m_World->ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
// //glBindTexture(GL_TEXTURE_2D, texture);
// auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
// 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()
{
//m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
//m_Renderer->SetSphereModel(m_World->ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
}