engine/include/systems/mesh_render_system.h

45 lines
1.1 KiB
C++

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