temp tower rendering
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@@ -83,4 +83,16 @@ sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);
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sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, EntityCoords& a_Coords);
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sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, FpFloat& a_Float);
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inline TowerType& operator>>=(TowerType& a_Type, std::size_t a_Offset) {
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return a_Type;
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}
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inline TowerType operator&(const TowerType& a_Type, std::size_t a_Offset) {
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return a_Type;
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}
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inline TowerType& operator&=(TowerType& a_Type, std::size_t a_Offset) {
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return a_Type;
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}
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} // namespace td
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23
include/td/render/renderer/TowerRenderer.h
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23
include/td/render/renderer/TowerRenderer.h
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@@ -0,0 +1,23 @@
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#pragma once
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#include <td/render/Renderer.h>
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#include <td/render/shader/EntityShader.h>
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#include <td/game/World.h>
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namespace td {
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namespace render {
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class TowerRenderer : public Renderer<shader::EntityShader> {
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private:
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const game::World& m_World;
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std::unique_ptr<GL::VertexArray> m_EntityVao;
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public:
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TowerRenderer(Camera& a_Camera, const game::World& a_World);
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virtual ~TowerRenderer();
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virtual void Render(float a_Lerp) override;
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};
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} // namespace render
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} // namespace td
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