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-rw-r--r--src/chunk_renderer.cpp41
1 files changed, 41 insertions, 0 deletions
diff --git a/src/chunk_renderer.cpp b/src/chunk_renderer.cpp
new file mode 100644
index 0000000..2dba6cb
--- /dev/null
+++ b/src/chunk_renderer.cpp
@@ -0,0 +1,41 @@
+#include "chunk_renderer.hpp"
+#include "chunk.hpp"
+
+namespace app {
+
+ChunkRenderer::ChunkRenderer(std::vector<xe::Image*> &images) {
+ xeRenderSystem = xe::RenderSystem::Builder("res/shaders/simple_shader.vert.spv", "res/shaders/simple_shader.frag.spv")
+ .addVertexBindingf(0, 3, 0) // position
+ .addVertexBindingf(1, 3, 12) // normal
+ .addVertexBindingf(2, 2, 24) // uvs
+ .addVertexBindingi(3, 1, 32) // texture
+ .setVertexSize(36)
+ .addPushConstant(sizeof(PushConstant))
+ .addUniformBinding(0, sizeof(UniformBuffer))
+ .addTextureArrayBinding(1, images)
+ .setCulling(true)
+ .build();
+}
+
+void ChunkRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) {
+
+ xeRenderSystem->start();
+
+ UniformBuffer ubo{};
+ ubo.projectionView = xeCamera.getProjection() * xeCamera.getView();
+ xeRenderSystem->loadUniformObject(0, &ubo);
+
+ for(auto &obj : gameObjects) {
+ if(obj.model == nullptr) continue;
+ PushConstant pc{};
+ pc.modelMatrix = obj.transform.mat4();
+ pc.normalMatrix = obj.transform.normalMatrix();
+ xeRenderSystem->loadPushConstant(&pc);
+ xeRenderSystem->render(obj);
+ }
+
+ xeRenderSystem->stop();
+
+}
+
+} \ No newline at end of file