Files
fishtanks/src/Systems/RenderSystem.h
T
2014-05-27 06:45:26 +02:00

57 lines
1.4 KiB
C++
Executable File

#ifndef RenderSystem_h__
#define RenderSystem_h__
#include <unordered_map>
#include "System.h"
#include "Systems/TransformSystem.h"
#include "ShaderProgram.h"
#include "Model.h"
#include "Texture.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/Viewport.h"
#include "Components/Template.h"
#include "Components/Transform.h"
#include "Renderer.h"
#include "RenderQueue.h"
#include "Events/SetViewportCamera.h"
namespace Systems
{
class RenderSystem : public System
{
public:
RenderSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm) override;
void Initialize() override;
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
void OnEntityCommit(EntityID entity) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix);
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix);
};
}
#endif //RenderSystem_h__