Files
HydraV3/HydraEngine/source/ecs/systems/HydraShadowSourceSystem.h
T

30 lines
916 B
C++

#ifndef HYDRASHADOWSOURCESYSTEM
#define HYDRASHADOWSOURCESYSTEM
#include "../../engine/HydraObject.h"
#include "../HydraSystem.h"
#include "../components/HydraShadowSourceComponent.h"
#include <GLMIncludes.h>
#include <queue>
#include <vector>
#include <mutex>
class HydraShadowSourceSystem : public HydraSystem
{
public:
virtual void Initialise() override;
protected:
void InitialiseComponent(HydraID entity_id) override;
void UpdateSystem(float delta_t_seconds) override;
private:
void _UpdateDirectionalLight(HydraID entity_id);
void _InitialiseDirectionalLight(HydraID entity_id);
void _WriteToGPU();
HydraID m_shadow_buffer_id = INVALID_HYDRA_ID;
std::queue<HydraID> m_available_shadows;
std::vector<HydraShadowSourceComponent> m_shadows;
std::mutex m_mutex;
};
#endif /* HYDRASHADOWCASTERSYSTEM */