Adapted Escape the Dawn engine.
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Executable
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#include "PrecompiledHeader.h"
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#include "RenderSystem.h"
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#include "World.h"
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void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
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{
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if(type == "Model") {
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auto modelComponent = std::static_pointer_cast<Components::Model>(component);
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}
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}
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void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (transformComponent == nullptr)
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return;
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// Draw models
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auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
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if (modelComponent != nullptr) {
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if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()){
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m_CachedModels[modelComponent->ModelFile] = std::make_shared<Model>(OBJ(modelComponent->ModelFile));
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}
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auto model = m_CachedModels[modelComponent->ModelFile];
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glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
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glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
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m_Renderer->AddModelToDraw(model, position, orientation, transformComponent->Scale, modelComponent->Visible, modelComponent->ShadowCaster);
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}
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// Debug draw bounds
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#ifdef DEBUG
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auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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if (bounds != nullptr) {
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glm::vec3 origin = m_TransformSystem->AbsolutePosition(entity) + (transformComponent->Scale * bounds->Origin);
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glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
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m_Renderer->AddAABBToDraw(origin, volumeVector, (collision != nullptr && collision->CollidingEntities.size() > 0));
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}
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#endif
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
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if (pointLightComponent != nullptr) {
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glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
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m_Renderer->AddPointLightToDraw(
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position,
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pointLightComponent->Specular,
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pointLightComponent->Diffuse,
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pointLightComponent->constantAttenuation,
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pointLightComponent->linearAttenuation,
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pointLightComponent->quadraticAttenuation,
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pointLightComponent->spotExponent);
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}
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auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
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if (cameraComponent != nullptr) {
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m_Renderer->GetCamera()->Position(transformComponent->Position);
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m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
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m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
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m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
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m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
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}
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}
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void Systems::RenderSystem::Initialize()
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{
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
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}
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