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#pragma once
#include "xe_camera.hpp"
#include "xe_pipeline.hpp"
#include "xe_device.hpp"
#include "xe_game_object.hpp"
#include "xe_frame_info.hpp"
#include <memory>
#include <vector>
#include <vulkan/vulkan_core.h>
namespace xe {
class SimpleRenderSystem {
public:
SimpleRenderSystem(XeDevice& device, VkRenderPass renderPass, VkDescriptorSetLayout globalSetLayout);
~SimpleRenderSystem();
SimpleRenderSystem(const SimpleRenderSystem &) = delete;
SimpleRenderSystem operator=(const SimpleRenderSystem &) = delete;
void renderGameObjects(
XeFrameInfo &frameInfo,
std::vector<XeGameObject> &gameObjects
);
private:
void createPipelineLayout(VkDescriptorSetLayout globalSetLayout);
void createPipeline(VkRenderPass renderPass);
XeDevice& xeDevice;
std::unique_ptr<XePipeline> xePipeline;
VkPipelineLayout pipelineLayout;
};
}
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