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44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
#pragma once
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#include <glm/mat4x4.hpp>
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#include "ecs.h"
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#include "scene.h"
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#include "gfx.h"
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namespace engine {
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struct RenderListEntry {
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const gfx::Pipeline* pipeline;
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const gfx::Buffer* vertex_buffer;
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const gfx::Buffer* index_buffer;
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const gfx::DescriptorSet* material_set;
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glm::mat4 model_matrix;
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uint32_t index_count;
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};
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using RenderList = std::vector<RenderListEntry>;
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class MeshRenderSystem : public System {
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public:
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MeshRenderSystem(Scene* scene);
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~MeshRenderSystem();
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void RebuildStaticRenderList();
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const RenderList* GetStaticRenderList() const { return &static_render_list_; }
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const RenderList* GetDynamicRenderList() const { return &dynamic_render_list_; }
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void onComponentInsert(Entity entity) override;
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void onUpdate(float ts) override;
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private:
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RenderList static_render_list_;
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RenderList dynamic_render_list_;
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bool list_needs_rebuild_ = false;
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// with_static_entities = false, build list of dynamic meshes
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// with_static_entities = true, build list of static meshes
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void BuildRenderList(RenderList& render_list, bool with_static_entities);
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};
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} // namespace engine
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