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