ecsgame/ECS/Systems/RenderSystem.h
2020-01-14 13:14:33 +01:00

59 lines
1.9 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));
pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
shader.setMat4("model", transform->matrix);
mesh->render();
});
// TODO: Duplicate of loop above, but for ObjMesh instead of Mesh. Is it possible to do this implicitly via polymorphism?
pWorld->each<ObjMesh, Transform>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
shader.setMat4("model", transform->matrix);
mesh->render();
});
// Render ObjMeshes with textures
pWorld->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform, ComponentHandle<Texture> texture) {
shader.setMat4("model", transform->matrix);
glBindTexture(GL_TEXTURE_2D, texture->id);
mesh->render();
});
});
}
private:
float gravityAmount;
};
#endif //ECSGAME_RENDERSYSTEM_H