#pragma once #include "../ecs/entity.h" #include "material.h" #include "texture.h" #include "shader.h" //#include "renderable.h" #include "mesh.h" #include "model.h" #include #include namespace simpleengine::gfx { class Renderer : public simpleengine::Renderable { private: GLFWwindow* window; public: class RenderingModel { public: std::shared_ptr entity; std::unordered_map component_models; RenderingModel(std::shared_ptr entity) : entity(entity) { } /** * @brief Create and delete buffers for new and old components in entity. * */ void update_buffers(); /** * @brief Destroy the buffers * */ void destroy_buffers(); }; std::unordered_map rendering_models; gfx::Shader shader; Renderer(GLFWwindow* window, gfx::Shader shader); Renderer(GLFWwindow* window, GLuint shader_program); void enable_debug(); virtual void submit_entity(std::shared_ptr entity); virtual bool withdraw_entity(std::shared_ptr entity); virtual void initialize(); virtual void destroy() override; virtual void update(const float& delta_time) override; virtual void render() override; }; }