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Convert components to buffered where appropriate
[libs/game.git] / source / gameview / renderer.cpp
1 #include "renderer.h"
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"
8
9 using namespace std;
10
11 namespace Msp::GameView {
12
13 Renderer::Renderer(Game::Stage &s, GL::View &v):
14         System(s),
15         view(v),
16         event_observer(s.get_event_bus())
17 {
18         declare_dependency<Game::Transform>(READ_FRESH);
19         declare_dependency<Game::Camera>(READ_FRESH);
20         declare_dependency<MeshRenderer>(WRITE);
21
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); });
25
26         stage.synthesize_initial_events(event_observer);
27
28         view.set_camera(&gl_camera);
29 }
30
31 Renderer::~Renderer()
32 { }
33
34 void Renderer::entity_created(const Game::Events::EntityCreated &event)
35 {
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)
39         {
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());
43         }
44 }
45
46 void Renderer::entity_destroyed(const Game::Events::EntityDestroyed &event)
47 {
48         auto i = lower_bound_member(entities, event.entity, &RenderedEntity::entity);
49         if(i!=entities.end() && i->entity==event.entity)
50         {
51                 scene.remove(i->mesh_renderer->get_instance());
52                 entities.erase(i);
53         }
54 }
55
56 void Renderer::camera_changed(const Game::Events::CameraChanged &event)
57 {
58         active_camera = event.camera;
59         if(event.camera)
60         {
61                 const string &seq_name = event.camera->get_sequence_name();
62                 if(seq_name!=current_seq_name)
63                 {
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());
69                 }
70         }
71 }
72
73 void Renderer::tick(Time::TimeDelta)
74 {
75         if(active_camera)
76         {
77                 Game::Handle<Game::Transform> transform = active_camera->get_entity()->get_transform();
78                 if(transform)
79                         gl_camera.set_object_matrix(transform->get_world_matrix());
80                 else
81                         gl_camera.set_object_matrix(GL::Matrix());
82                 if(active_camera->is_orthographic())
83                 {
84                         const LinAl::Vector<float, 2> &size = active_camera->get_size();
85                         gl_camera.set_orthographic(size.x, size.y);
86                 }
87                 else
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());
90         }
91
92         for(const RenderedEntity &e: entities)
93                 e.mesh_renderer->update_matrix();
94
95         view.render();
96 }
97
98 } // namespace Msp::GameView