ecsgame/ECS/Systems/RenderSystem.h

78 lines
2.9 KiB
C++

//
// Created by karl on 07.01.20.
//
#ifndef ECSGAME_RENDERSYSTEM_H
#define ECSGAME_RENDERSYSTEM_H
#include "../ECS.h"
#include "../Components/Transform.h"
#include "../Components/Mesh.h"
#include "../Components/Camera.h"
#include "../../Rendering/Shader.h"
#include "../Components/ObjMesh.h"
#include "../Components/Texture.h"
using namespace ECS;
class RenderSystem : public EntitySystem {
public:
void render(World *pWorld, Shader shader) {
pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> cameraTransform) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
shader.setMat4("projection", camera->projection);
shader.setMat4("view", glm::inverse(cameraTransform->matrix));
std::vector<RenderObject> renderObjects;
pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get()));
});
// TODO: Is it possible to do get ObjMeshes in the Mesh loop above implicitly via polymorphism?
pWorld->each<ObjMesh, Transform>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get()));
});
// ObjMesh with textures
pWorld->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform, ComponentHandle<Texture> texture) {
renderObjects.emplace_back(RenderObject(transform->matrix, texture->id, mesh.get()));
});
// TODO: Separate lists for transparent and non-transparent RenderObjects. The non-transparent list is
// rendered first, then the transparent list is sorted and rendered.
for (const RenderObject &obj : renderObjects) {
shader.setMat4("model", obj.matrix);
// 0 can't be a valid texture name, so we use it for meshes without textures here
if (obj.texture_id != 0) {
glBindTexture(GL_TEXTURE_2D, obj.texture_id);
}
obj.mesh.render();
}
});
}
struct RenderObject {
RenderObject(const glm::mat4 &matrix, unsigned int textureId, const Mesh &mesh) : matrix(matrix),
texture_id(textureId),
mesh(mesh) {}
glm::mat4 matrix;
unsigned int texture_id;
Mesh mesh;
};
private:
float gravityAmount;
};
#endif //ECSGAME_RENDERSYSTEM_H