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xyginext
0.2.0
Second generation of xygine game creation framework
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Used to draw all entities which have a Drawable and Transform component. The RenderSystem is used to depth sort and draw all entities which have a Drawable and Transform component attached, and optionally a Sprite component. NOTE multiple components which rely on a Drawable component cannot exist on the same entity, as only one set of vertices will be available. More...
#include <RenderSystem.hpp>
Public Member Functions | |
RenderSystem (xy::MessageBus &) | |
void | process (float) override |
Implement this for system specific processing to entities. | |
void | setCullingBorder (float size) |
Adds a border around the current view when culling. This is used to increase the effectively culled area when the system is drawn. By default drawables outside the view of the currently active camera are culled from rendering, this value adds a border around the viewble area, increasing or decreasing the size of the area from which drawables are culled. More... | |
void | setFilterFlags (std::uint64_t flags) |
Sets the filter flags which decide which drawables are rendered. Setting this value to anything other than 0 will render all drawables which have their matching flag set. As drawables by default are set to uint64::max they will ALWAYS be drawn when this is non-zero value. Flags must be set on both drawable components and the RenderSystem for the filter to work. For example light emitting enitities can be rendered to a separate buffer by setting the component flag to 0x1 (first bit) then setting this filter to the same value. Returning it to uint64::max (all flags set) will once again render all drawable with a non-zero bitmask. Generally this is not used unless you have a specific multipass effect in mind. | |
std::uint64_t | getFilterFlags () const |
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System (MessageBus &mb, UniqueType t) | |
Constructor. Pass in a reference to the concrete implementation to generate a unique type ID for this system. | |
UniqueType | getType () const |
Returns the unique type ID of the system. | |
const std::vector< Entity > & | getEntities () const |
Returns a list of entities that this system is currently interested in. | |
void | addEntity (Entity) |
Adds an entity to the list to process. | |
void | removeEntity (Entity) |
Removes an entity from the list to process. | |
const ComponentMask & | getComponentMask () const |
Returns the component mask used to mask entities with corresponding components for this system to process. | |
virtual void | handleMessage (const Message &) |
Used to process any incoming system messages. | |
bool | isActive () const |
Returns true if the system is currently active. Systems can be activeated and deactivated with Scene::setSystemActive() | |
template<typename T > | |
void | requireComponent () |
template<typename T > | |
T * | postMessage (Message::ID id) |
Additional Inherited Members | |
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using | Ptr = std::unique_ptr< System > |
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template<typename T > | |
void | requireComponent () |
Adds a component type to the list of components required by the system for it to be interested in a particular entity. This should only be used in the constructor of the System else types will not be registered. | |
std::vector< Entity > & | getEntities () |
virtual void | onEntityRemoved (Entity) |
Optional callback performed when an entity is removed. | |
template<typename T > | |
T * | postMessage (Message::ID id) |
Posts a message on the system wide message bus. | |
MessageBus & | getMessageBus () |
Returns a reference to the MessageBus. | |
void | setScene (Scene &) |
Scene * | getScene () |
Returns a pointer to the scene to which this system belongs. | |
Used to draw all entities which have a Drawable and Transform component. The RenderSystem is used to depth sort and draw all entities which have a Drawable and Transform component attached, and optionally a Sprite component. NOTE multiple components which rely on a Drawable component cannot exist on the same entity, as only one set of vertices will be available.
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inline |
\breif Returns the current filter flags.
void xy::RenderSystem::setCullingBorder | ( | float | size | ) |
Adds a border around the current view when culling. This is used to increase the effectively culled area when the system is drawn. By default drawables outside the view of the currently active camera are culled from rendering, this value adds a border around the viewble area, increasing or decreasing the size of the area from which drawables are culled.
size | The size of the border. This is a positive or negative value added to every side of the active view. Negative values will decrease the size of the culling area making drawables visibly culled from the output. |