renderer template shader
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@@ -12,20 +12,6 @@ void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
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a_Vao.Unbind();
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}
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Renderer::Renderer(std::unique_ptr<shader::CameraShaderProgram>&& a_Shader, Camera& a_Camera) :
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m_Shader(std::move(a_Shader)), m_Camera(a_Camera) {
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a_Camera.OnPerspectiveChange.Connect([this]() {
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m_Shader->Start();
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m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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});
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a_Camera.OnViewChange.Connect([this]() {
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m_Shader->Start();
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m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
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});
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}
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RenderPipeline::RenderPipeline() {
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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@@ -7,7 +7,7 @@
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namespace td {
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namespace render {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(std::make_unique<shader::WorldShader>(), a_Camera), m_World(a_World) {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World)));
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}
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