ecf524eb4e
# Conflicts: # include/Engine/Rendering/PickingPass.h # include/Engine/Rendering/Renderer.h # resources/Schema/Entities/Test.xml # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp
55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#ifndef RenderSystem_h__
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#define RenderSystem_h__
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#include "../Core/System.h"
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#include "RenderQueue.h"
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#include "../GLM.h"
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#include "../OpenGL.h"
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#include "../Core/ResourceManager.h"
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#include "ESetCamera.h"
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#include "Model.h"
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#include "../Core/EKeyDown.h"
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#include "../Input/EInputCommand.h"
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#include "Camera.h"
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#include "ModelJob.h"
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#include "Renderer.h"
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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virtual void Update(World* world, double dt) override;
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private:
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World* m_World = nullptr;
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const IRenderer* m_Renderer = nullptr;
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RenderFrame* m_RenderFrame;
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bool m_SwitchCamera = false;
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Camera* m_Camera = nullptr;
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Camera* m_DefaultCamera = nullptr;
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std::list<ComponentWrapper> m_CameraComponents;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera &event);
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EntityID m_CurrentCamera = EntityID_Invalid;
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void switchCamera(EntityID entity);
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void updateCamera(World* world, double dt);
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void updateProjectionMatrix(ComponentWrapper& cameraComponent);
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glm::mat4 m_ViewMatrix;
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glm::mat4 m_ProjectionMatrix;
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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};
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#endif |