// // Created by sebastian on 29.07.26. // #include "MeshRenderSystem.h" #include "ecs/standardComponents/MeshComponent.h" #include "ecs/standardComponents/TransformComponent.h" void engine::MeshRenderSystem::update(engine::EntityRegistry ®istry, engine::RenderQueue &renderQueue) { renderState.apply(); auto transforms = registry.getPool(); auto meshes = registry.getPool(); for (auto& [entity, mesh] : meshes) { if (!transforms.has(entity)) continue; auto& transform = transforms.get(entity); renderQueue.submit(engine::RenderCommand(mesh.model, transform.computeModelMatrix())); } }