renderer: use shared_ptr
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@@ -9,11 +9,11 @@ namespace render {
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class EntityRenderer : public Renderer<shader::EntityShader> {
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private:
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const game::World& m_World;
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game::WorldPtr m_World;
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std::unique_ptr<GL::VertexArray> m_EntityVao;
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public:
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EntityRenderer(Camera& a_Camera, const game::World& a_World);
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EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~EntityRenderer();
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virtual void Render(float a_Lerp) override;
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@@ -9,11 +9,11 @@ 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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game::WorldPtr 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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TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~TowerRenderer();
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virtual void Render(float a_Lerp) override;
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@@ -13,7 +13,7 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
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std::unique_ptr<GL::VertexArray> m_WorldVao;
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public:
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WorldRenderer(Camera& a_Camera, const game::World& a_World);
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WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~WorldRenderer();
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virtual void Render(float a_Lerp) override;
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