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#pragma once
#include <vulkan/vulkan.h>
#include "xe_device.hpp"
#include "xe_pipeline.hpp"
#include "xe_frame_info.hpp"
#include "xe_game_object.hpp"
#include <memory>
namespace xe {
template<typename P, typename U>
class XeRenderSystem {
public:
struct XeData{};
XeRenderSystem(
XeDevice &device,
XeRenderer &renderer,
std::unique_ptr<XeDescriptorPool> &xeDescriptorPool,
std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout,
std::string vert,
std::string frag,
uint32_t pushCunstantDataSize,
uint32_t uniformBufferDataSize);
~XeRenderSystem();
XeRenderSystem(const XeRenderSystem &) = delete;
XeRenderSystem operator=(const XeRenderSystem &) = delete;
void renderGameObjects(XeFrameInfo &frameInfo, std::vector<XeGameObject> &gameObjects, XeRenderSystem::XeData pushConstantData);
private:
void createUniformBuffers(std::unique_ptr<XeDescriptorPool> &xeDescriptorPool, std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout, uint32_t uniformBufferDataSize);
void createPipelineLayout(std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize);
void createPipeline(VkRenderPass renderPass, std::string vert, std::string frag);
XeDevice& xeDevice;
std::unique_ptr<XePipeline> xePipeline;
std::vector<std::unique_ptr<XeBuffer>> uboBuffers;
std::vector<VkDescriptorSet> descriptorSets;
VkPipelineLayout pipelineLayout;
};
}
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