36 lines
969 B
C++
36 lines
969 B
C++
//
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// Created by karl on 07.01.20.
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//
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#ifndef ECSGAME_RENDERSYSTEM_H
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#define ECSGAME_RENDERSYSTEM_H
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#include "../ECS.h"
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#include "../Components/Transform.h"
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#include "../Components/Mesh.h"
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#include "../Components/Camera.h"
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#include "../../Rendering/Shader.h"
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using namespace ECS;
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class RenderSystem : public EntitySystem {
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public:
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void render(World *pWorld, Shader shader) {
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pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> camera_transform) {
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shader.setMat4("projection", camera->projection);
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shader.setMat4("view", camera_transform->matrix);
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pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
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shader.setMat4("model", transform->matrix);
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mesh->render();
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});
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});
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}
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private:
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float gravityAmount;
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};
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#endif //ECSGAME_RENDERSYSTEM_H
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