]> git.tdb.fi Git - libs/game.git/blob - source/gameview/renderer.cpp
Provide a way to request events for existing entities and components
[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         event_observer.observe<Game::Events::EntityCreated>([this](auto &e){ entity_created(e); });
19         event_observer.observe<Game::Events::EntityDestroyed>([this](auto &e){ entity_destroyed(e); });
20         event_observer.observe<Game::Events::CameraChanged>([this](auto &e){ camera_changed(e); });
21
22         stage.synthesize_initial_events(event_observer);
23
24         view.set_camera(&gl_camera);
25 }
26
27 Renderer::~Renderer()
28 { }
29
30 void Renderer::entity_created(const Game::Events::EntityCreated &event)
31 {
32         Game::Handle<Game::MeshSource> mesh_source = event.entity->get_component<Game::MeshSource>();
33         Game::Handle<MeshRenderer> mesh_renderer = event.entity->get_component<MeshRenderer>();
34         if(mesh_source && !mesh_renderer)
35         {
36                 auto i = lower_bound_member(entities, event.entity, &RenderedEntity::entity);
37                 i = entities.emplace(i, event.entity, Game::Owned<MeshRenderer>(event.entity, mesh_source));
38                 scene.add(i->mesh_renderer->get_instance());
39         }
40 }
41
42 void Renderer::entity_destroyed(const Game::Events::EntityDestroyed &event)
43 {
44         auto i = lower_bound_member(entities, event.entity, &RenderedEntity::entity);
45         if(i!=entities.end() && i->entity==event.entity)
46         {
47                 scene.remove(i->mesh_renderer->get_instance());
48                 entities.erase(i);
49         }
50 }
51
52 void Renderer::camera_changed(const Game::Events::CameraChanged &event)
53 {
54         active_camera = event.camera;
55         if(event.camera)
56         {
57                 const string &seq_name = event.camera->get_sequence_name();
58                 if(seq_name!=current_seq_name)
59                 {
60                         current_seq_name = seq_name;
61                         GL::SequenceBuilder bld(stage.get_resources().get<GL::SequenceTemplate>(seq_name));
62                         bld.set_renderable("content", scene);
63                         sequence.reset(bld.build(view));
64                         view.set_content(sequence.get());
65                 }
66         }
67 }
68
69 void Renderer::tick(Time::TimeDelta)
70 {
71         if(active_camera)
72         {
73                 Game::Handle<Game::Transform> transform = active_camera->get_entity()->get_transform();
74                 if(transform)
75                         gl_camera.set_object_matrix(transform->get_world_matrix());
76                 else
77                         gl_camera.set_object_matrix(GL::Matrix());
78                 if(active_camera->is_orthographic())
79                 {
80                         const LinAl::Vector<float, 2> &size = active_camera->get_size();
81                         gl_camera.set_orthographic(size.x, size.y);
82                 }
83                 else
84                         gl_camera.set_field_of_view(active_camera->get_fov_vertical());
85                 gl_camera.set_depth_clip(active_camera->get_near_clip(), active_camera->get_far_clip());
86         }
87
88         for(const RenderedEntity &e: entities)
89                 e.mesh_renderer->update_matrix();
90
91         view.render();
92 }
93
94 } // namespace Msp::GameView