2 #include <msp/game/entity.h>
3 #include <msp/game/stage.h>
4 #include <msp/game/transform.h>
5 #include <msp/gl/sequencebuilder.h>
9 namespace Msp::GameView {
11 Renderer::Renderer(Game::Stage &s, GL::View &v):
14 event_observer(s.get_event_bus())
16 event_observer.observe<Game::Events::CameraChanged>([this](auto &e){ camera_changed(e); });
18 if(Game::Handle<Game::Camera> ac = stage.get_active_camera())
19 camera_changed({ ac });
21 view.set_camera(&gl_camera);
27 void Renderer::camera_changed(const Game::Events::CameraChanged &event)
29 active_camera = event.camera;
32 const string &seq_name = event.camera->get_sequence_name();
33 if(seq_name!=current_seq_name)
35 current_seq_name = seq_name;
36 GL::SequenceBuilder bld(stage.get_resources().get<GL::SequenceTemplate>(seq_name));
37 bld.set_renderable("content", scene);
38 sequence.reset(bld.build(view));
39 view.set_content(sequence.get());
44 void Renderer::tick(Time::TimeDelta)
48 Game::Handle<Game::Transform> transform = active_camera->get_entity()->get_transform();
50 gl_camera.set_object_matrix(transform->get_world_matrix());
52 gl_camera.set_object_matrix(GL::Matrix());
53 if(active_camera->is_orthographic())
55 const LinAl::Vector<float, 2> &size = active_camera->get_size();
56 gl_camera.set_orthographic(size.x, size.y);
59 gl_camera.set_field_of_view(active_camera->get_fov_vertical());
60 gl_camera.set_depth_clip(active_camera->get_near_clip(), active_camera->get_far_clip());
65 } // namespace Msp::GameView