Update README.md to include project description, developer documentation links, and license information.
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Leonid Pershin
2026-06-11 04:03:07 +03:00
parent 31aba3aeee
commit ff2231a8ab
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using Friflo.Engine.ECS.Systems;
namespace MrGameEng.Graphics;
/// <summary>
/// First draw system: finds the active camera entity (the first one with a <see cref="Camera"/>
/// component) and begins the renderer frame. Without a camera entity a default camera showing
/// world origin at the top-left corner is used.
/// </summary>
public sealed class CameraSystem : QuerySystem<Camera>
{
private readonly Renderer2D _renderer;
/// <summary>Creates the system for <paramref name="renderer"/>.</summary>
public CameraSystem(Renderer2D renderer) => _renderer = renderer;
/// <inheritdoc />
protected override void OnUpdate()
{
foreach (var (cameras, _) in Query.Chunks)
{
if (cameras.Length > 0)
{
_renderer.BeginFrame(in cameras.Span[0]);
return;
}
}
_renderer.BeginFrameWithDefaultCamera();
}
}
/// <summary>Submits every entity that has both <see cref="Sprite"/> and <see cref="Transform2D"/>.</summary>
public sealed class SpriteRenderSystem : QuerySystem<Sprite, Transform2D>
{
private readonly Renderer2D _renderer;
/// <summary>Creates the system for <paramref name="renderer"/>.</summary>
public SpriteRenderSystem(Renderer2D renderer) => _renderer = renderer;
/// <inheritdoc />
protected override void OnUpdate()
{
foreach (var (sprites, transforms, _) in Query.Chunks)
{
var s = sprites.Span;
var t = transforms.Span;
for (var i = 0; i < s.Length; i++)
{
_renderer.Submit(in t[i], in s[i]);
}
}
}
}
/// <summary>Last draw system: sorts the frame and issues the draw calls.</summary>
public sealed class RenderFlushSystem : BaseSystem
{
private readonly Renderer2D _renderer;
/// <summary>Creates the system for <paramref name="renderer"/>.</summary>
public RenderFlushSystem(Renderer2D renderer) => _renderer = renderer;
/// <inheritdoc />
protected override void OnUpdateGroup() => _renderer.EndFrame();
}