💿🐜 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) 2021 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_ECS_RENDER_SYSTEM_HPP
#define ANTKEEPER_ECS_RENDER_SYSTEM_HPP
#include "entity-system.hpp"
#include "scene/collection.hpp"
#include "scene/model-instance.hpp"
#include "scene/light.hpp"
#include "ecs/components/model-component.hpp"
#include "ecs/components/light-component.hpp"
#include "ecs/entity.hpp"
#include <unordered_map>
#include <vector>
class renderer;
namespace ecs {
class render_system: public entity_system
{
public:
render_system(ecs::registry& registry);
virtual void update(double t, double dt);
void render(double alpha);
void add_layer(scene::collection* layer);
void remove_layers();
void set_renderer(::renderer* renderer);
scene::model_instance* get_model_instance(ecs::entity entity);
scene::light* get_light(ecs::entity entity);
private:
void update_model_and_materials(ecs::entity entity, ecs::model_component& model);
void update_light(ecs::entity entity, ecs::light_component& component);
void on_model_construct(ecs::registry& registry, ecs::entity entity, ecs::model_component& model);
void on_model_replace(ecs::registry& registry, ecs::entity entity, ecs::model_component& model);
void on_model_destroy(ecs::registry& registry, ecs::entity entity);
void on_light_construct(ecs::registry& registry, ecs::entity entity, ecs::light_component& light);
void on_light_replace(ecs::registry& registry, ecs::entity entity, ecs::light_component& light);
void on_light_destroy(ecs::registry& registry, ecs::entity entity);
renderer* renderer;
std::vector<scene::collection*> layers;
std::unordered_map<entity, scene::model_instance*> model_instances;
std::unordered_map<entity, scene::light*> lights;
};
} // namespace ecs
#endif // ANTKEEPER_ECS_RENDER_SYSTEM_HPP