Initial work for pre-caching resources in render system

This commit is contained in:
2014-04-13 01:25:21 +02:00
parent 04cb1f1204
commit 14feb3659b
13 changed files with 64 additions and 35 deletions
+12 -1
View File
@@ -7,9 +7,15 @@
#include "Systems/TransformSystem.h"
#include "Model.h"
#include "Texture.h"
#include "Components/Model.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "Components/Model.h"
#include "Components/Sprite.h"
#include "Components/PointLight.h"
#include "Components/DirectionalLight.h"
#include "Components/Template.h"
#include "Components/Transform.h"
#include "Renderer.h"
namespace Systems
@@ -21,6 +27,8 @@ public:
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
: System(world), m_Renderer(renderer) { }
void RegisterComponents(ComponentFactory* cf) override;
void RegisterResourceTypes(ResourceManager* rm) override;
void Initialize() override;
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
@@ -28,6 +36,9 @@ public:
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
std::shared_ptr<Renderer> m_Renderer;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;