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#include "simple_renderer.hpp"
#include "xe_render_system.hpp"
#include <iostream>
namespace app {
SimpleRenderer::SimpleRenderer(xe::XeEngine &xeEngine, xe::XeImage *xeImage) {
xeRenderSystem = xe::XeRenderSystem::Builder(xeEngine, "res/shaders/simple_shader.vert.spv", "res/shaders/simple_shader.frag.spv")
.addPushConstant(sizeof(PushConstant))
.addUniformBinding(0, sizeof(UniformBuffer))
.addTextureBinding(1, xeImage)
.setCulling(true)
.build();
}
void SimpleRenderer::render(std::vector<xe::XeGameObject> &gameObjects, xe::XeCamera &xeCamera, xe::XeImage *xeImage) {
xeRenderSystem->loadTexture(1, xeImage);
xeRenderSystem->start();
UniformBuffer ubo{};
ubo.projectionView = xeCamera.getProjection() * xeCamera.getView();
xeRenderSystem->loadUniformObject(0, &ubo);
for(auto &obj : gameObjects) {
PushConstant pc{};
pc.modelMatrix = obj.transform.mat4();
pc.normalMatrix = obj.transform.normalMatrix();
xeRenderSystem->loadPushConstant(&pc);
xeRenderSystem->render(obj);
}
xeRenderSystem->stop();
}
}
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