💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

75 lines
2.5 KiB

/*
* Copyright (C) 2023 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_RENDER_SYSTEM_HPP
#define ANTKEEPER_GAME_RENDER_SYSTEM_HPP
#include "game/systems/updatable-system.hpp"
#include <engine/scene/collection.hpp>
#include <engine/scene/model-instance.hpp>
#include <engine/scene/light.hpp>
#include "game/components/model-component.hpp"
#include "game/components/light-component.hpp"
#include <engine/entity/id.hpp>
#include <engine/render/renderer.hpp>
#include <unordered_map>
#include <vector>
#include <memory>
class render_system: public updatable_system
{
public:
explicit render_system(entity::registry& registry);
~render_system();
virtual void update(double t, double dt);
void draw(double alpha);
void add_layer(scene::collection* layer);
void remove_layers();
void set_renderer(::render::renderer* renderer);
scene::model_instance* get_model_instance(entity::id entity_id);
scene::light* get_light(entity::id entity_id);
private:
void update_model_and_materials(entity::id entity_id, ::model_component& model);
void update_light(entity::id entity_id, ::light_component& component);
void on_model_construct(entity::registry& registry, entity::id entity_id);
void on_model_update(entity::registry& registry, entity::id entity_id);
void on_model_destroy(entity::registry& registry, entity::id entity_id);
void on_light_construct(entity::registry& registry, entity::id entity_id);
void on_light_update(entity::registry& registry, entity::id entity_id);
void on_light_destroy(entity::registry& registry, entity::id entity_id);
double t;
double dt;
::render::renderer* renderer;
std::vector<scene::collection*> layers;
std::unordered_map<entity::id, std::unique_ptr<scene::model_instance>> model_instances;
std::unordered_map<entity::id, std::unique_ptr<scene::light>> lights;
};
#endif // ANTKEEPER_GAME_RENDER_SYSTEM_HPP