2023-01-02 17:24:20 +00:00
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#pragma once
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#include "ecs_system.hpp"
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#include "scene.hpp"
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#include "log.hpp"
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#include "components/transform.hpp"
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#include "components/renderable.hpp"
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namespace engine {
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class RenderSystem : public System {
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public:
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2023-01-05 13:21:33 +00:00
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RenderSystem(Scene* scene);
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2023-01-02 17:24:20 +00:00
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2023-01-02 21:11:29 +00:00
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void onUpdate(float ts) override;
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2023-01-02 17:24:20 +00:00
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2023-01-08 15:22:44 +00:00
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void setCameraEntity(uint32_t entity);
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2023-01-05 13:21:33 +00:00
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private:
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struct {
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// only uses transform component, which is required for all entities anyway
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uint32_t camEntity = 0;
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2023-01-22 18:20:10 +00:00
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float verticalFovDegrees = 70.0f;
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2023-02-19 13:55:08 +00:00
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float clipNear = 0.5f;
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float clipFar = 10000.0f;
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2023-01-05 13:21:33 +00:00
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} m_camera;
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float m_viewportAspectRatio = 1.0f;
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2023-01-02 17:24:20 +00:00
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};
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}
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