public LightSystem(IWorld world, Renderer3Dv2 renderer) : base(world, world.EntityFilter().With <Light>().With <Transform3D>()) { _renderer = renderer; _light = Map <Light>(); _transform = Map <Transform3D>(); // TODO: sort based on distance from the current camera }
public Camera3DSystem(IWorld world, Renderer3Dv2 renderer, RendererDebug3Dv3 rendererDebug) : base(world, world.EntityFilter().With <Camera>().With <Transform3D>()) { _renderer = renderer; _rendererDebug = rendererDebug; _camera = Map <Camera>(); _transform = Map <Transform3D>(); _relationShip = Relationship(); }
public Model3DRenderSystem(IWorld world, IRenderQueue renderQueue, Renderer3Dv2 renderer) : base(world, world.EntityFilter().With <Transform3D>().With <Model3D>().With <Texture2D>()) // TODO: add support for materials { _renderQueue = renderQueue; _renderer = renderer; _model = Map <Model3D>(); _transform = Map <Transform3D>(); _texture = Map <Texture2D>(); }