Initial work for pre-caching resources in render system
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@@ -7,9 +7,15 @@
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#include "Systems/TransformSystem.h"
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#include "Model.h"
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#include "Texture.h"
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#include "Components/Model.h"
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#include "Components/Transform.h"
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#include "Components/Camera.h"
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#include "Components/Model.h"
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#include "Components/Sprite.h"
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#include "Components/PointLight.h"
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#include "Components/DirectionalLight.h"
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#include "Components/Template.h"
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#include "Components/Transform.h"
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#include "Renderer.h"
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namespace Systems
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@@ -21,6 +27,8 @@ public:
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RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
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: System(world), m_Renderer(renderer) { }
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void RegisterComponents(ComponentFactory* cf) override;
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void RegisterResourceTypes(ResourceManager* rm) override;
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void Initialize() override;
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std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
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@@ -28,6 +36,9 @@ public:
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void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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private:
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std::shared_ptr<Renderer> m_Renderer;
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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