#pragma once #include "ecs_system.hpp" #include "resources/texture.hpp" #include "log.hpp" namespace engine::ecs { struct MeshRendererComponent { int number; const resources::Texture* texture; }; class RendererSystem : public EcsSystem { public: void onUpdate(float ts) override { for (const auto& [id, data] : m_components) { DEBUG("rendering entity {}\tts={}", id, ts); DEBUG(" with texture: {}, number = {}", (void*)data.texture, data.number); } } }; }