feat: refactor and move out the renderer with entt registry + better event system
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@ -3,8 +3,6 @@
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#include <glm/glm.hpp>
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#include "engine/renderer/mesh.h"
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class Vertex {
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friend class Mesh;
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private:
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@ -14,8 +12,6 @@ private:
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public:
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Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
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: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
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public:
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static void DefineAttrib();
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};
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#endif // RENDERER_BASICS_H
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@ -7,6 +7,9 @@
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#include "engine/window/window.h"
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#include "engine/window/events/window.h"
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#include "engine/renderer/renderer.h"
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#include "engine/scene/scene.h"
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#include "engine/app/app.h"
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#include "engine/export.h"
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@ -16,6 +19,8 @@ public:
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private:
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static std::unique_ptr<IApplication> s_app;
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static std::shared_ptr<Window> s_window;
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static std::unique_ptr<Renderer> s_renderer;
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static std::shared_ptr<Scene> s_scene;
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static bool s_running;
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};
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@ -2,8 +2,8 @@
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#define RENDERER_H_
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#include <glm/glm.hpp>
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#include <entt/entity/registry.hpp>
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#include "engine/scene/scene.h"
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#include "engine/renderer/shader.h"
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#include "engine/export.h"
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#include "engine/components/light.h"
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@ -11,23 +11,23 @@
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// TODO: make static or singleton
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class ENGINE_API Renderer {
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public:
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Renderer(entt::registry& registry);
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Renderer(std::shared_ptr<Scene> scene);
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void Render();
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void Init();
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void GenerateShadowMaps();
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void OnWindowResized(int w, int h);
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private:
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void ApplyLights(Shader &shader);
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void UpdateView();
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void RenderScene(Shader &shader);
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void GenerateShadowMaps();
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void EnsureShadowResources(light& l);
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private:
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Shader m_shader;
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Shader m_depthShader;
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entt::registry& m_registry;
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std::shared_ptr<Scene> m_scene;
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// unsigned int m_depth_fbo;
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// unsigned int m_depthMap;
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