engine/include/ecs/mesh_renderer.hpp

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#pragma once
#include "ecs_system.hpp"
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#include "resources/material.hpp"
#include "resources/shader.hpp"
#include "resources/mesh.hpp"
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#include "log.hpp"
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#include "scene.hpp"
#include "application.hpp"
#include "gfx_device.hpp"
#include <glm/mat4x4.hpp>
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namespace engine::ecs {
struct MeshRendererComponent {
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std::shared_ptr<resources::Material> material;
std::shared_ptr<resources::Mesh> mesh;
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};
class RendererSystem : public EcsSystem<MeshRendererComponent> {
public:
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RendererSystem(Scene* scene)
: EcsSystem<MeshRendererComponent>(scene)
{
}
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void onUpdate(float ts) override
{
for (const auto& [id, data] : m_components) {
DEBUG("rendering entity {}\tts={}", id, ts);
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DEBUG("material shader addr: {}", (void*)data.material->getShader());
assert(data.material != nullptr);
assert(data.mesh != nullptr);
struct {
glm::mat4 model;
glm::mat4 view;
} pushConsts{};
pushConsts.model = glm::mat4{1.0f};
pushConsts.view = glm::mat4{1.0f};
m_scene->app()->gfx()->draw(
data.material->getShader()->getPipeline(),
data.mesh->getVB(),
data.mesh->getIB(),
data.mesh->getCount(),
&pushConsts, sizeof(pushConsts), nullptr);
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}
}
};
}