2 #include <msp/game/entity.h>
3 #include <msp/game/meshsource.h>
4 #include <msp/game/stage.h>
5 #include <msp/game/transform.h>
6 #include <msp/gl/sequencebuilder.h>
7 #include "meshrenderer.h"
11 namespace Msp::GameView {
13 Renderer::Renderer(Game::Stage &s, GL::View &v):
16 event_observer(s.get_event_bus())
18 declare_dependency<Game::Transform>(READ_FRESH);
19 declare_dependency<Game::Camera>(READ_FRESH);
20 declare_dependency<MeshRenderer>(WRITE);
22 event_observer.observe<Game::Events::EntityCreated>([this](auto &e){ entity_created(e); });
23 event_observer.observe<Game::Events::EntityDestroyed>([this](auto &e){ entity_destroyed(e); });
24 event_observer.observe<Game::Events::CameraChanged>([this](auto &e){ camera_changed(e); });
26 stage.synthesize_initial_events(event_observer);
28 view.set_camera(&gl_camera);
34 void Renderer::entity_created(const Game::Events::EntityCreated &event)
36 Game::Handle<Game::MeshSource> mesh_source = event.entity->get_component<Game::MeshSource>();
37 Game::Handle<MeshRenderer> mesh_renderer = event.entity->get_component<MeshRenderer>();
38 if(mesh_source && !mesh_renderer)
40 auto i = lower_bound_member(entities, event.entity, &RenderedEntity::entity);
41 i = entities.emplace(i, event.entity, Game::Owned<MeshRenderer>(event.entity, mesh_source));
42 scene.add(i->mesh_renderer->get_instance());
46 void Renderer::entity_destroyed(const Game::Events::EntityDestroyed &event)
48 auto i = lower_bound_member(entities, event.entity, &RenderedEntity::entity);
49 if(i!=entities.end() && i->entity==event.entity)
51 scene.remove(i->mesh_renderer->get_instance());
56 void Renderer::camera_changed(const Game::Events::CameraChanged &event)
58 active_camera = event.camera;
61 const string &seq_name = event.camera->get_sequence_name();
62 if(seq_name!=current_seq_name)
64 current_seq_name = seq_name;
65 GL::SequenceBuilder bld(stage.get_resources().get<GL::SequenceTemplate>(seq_name));
66 bld.set_renderable("content", scene);
67 sequence.reset(bld.build(view));
68 view.set_content(sequence.get());
73 void Renderer::tick(Time::TimeDelta)
77 Game::Handle<Game::Transform> transform = active_camera->get_entity()->get_transform();
79 gl_camera.set_object_matrix(transform->get_world_matrix());
81 gl_camera.set_object_matrix(GL::Matrix());
82 if(active_camera->is_orthographic())
84 const LinAl::Vector<float, 2> &size = active_camera->get_size();
85 gl_camera.set_orthographic(size.x, size.y);
88 gl_camera.set_field_of_view(active_camera->get_fov_vertical());
89 gl_camera.set_depth_clip(active_camera->get_near_clip(), active_camera->get_far_clip());
92 for(const RenderedEntity &e: entities)
93 e.mesh_renderer->update_matrix();
98 } // namespace Msp::GameView