renderer: use shared_ptr
This commit is contained in:
@@ -9,11 +9,11 @@ namespace render {
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class EntityRenderer : public Renderer<shader::EntityShader> {
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class EntityRenderer : public Renderer<shader::EntityShader> {
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private:
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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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std::unique_ptr<GL::VertexArray> m_EntityVao;
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public:
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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 ~EntityRenderer();
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virtual void Render(float a_Lerp) override;
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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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class TowerRenderer : public Renderer<shader::EntityShader> {
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private:
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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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std::unique_ptr<GL::VertexArray> m_EntityVao;
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public:
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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 ~TowerRenderer();
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virtual void Render(float a_Lerp) override;
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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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std::unique_ptr<GL::VertexArray> m_WorldVao;
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public:
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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 ~WorldRenderer();
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virtual void Render(float a_Lerp) override;
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virtual void Render(float a_Lerp) override;
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@@ -74,9 +74,9 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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m_Client = std::make_unique<client::Client>(clientFakeSocket, "Player0");
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m_Client = std::make_unique<client::Client>(clientFakeSocket, "Player0");
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// render
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// render
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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// camera
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// camera
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m_Camera.SetCamPos({77, 7, 13});
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m_Camera.SetCamPos({77, 7, 13});
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@@ -5,7 +5,7 @@
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namespace td {
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namespace td {
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namespace render {
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namespace render {
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EntityRenderer::EntityRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
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EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
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m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
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m_Shader->Start();
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m_Shader->Start();
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m_Shader->SetColorEffect({1, 0, 1});
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m_Shader->SetColorEffect({1, 0, 1});
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@@ -17,7 +17,7 @@ EntityRenderer::~EntityRenderer() {}
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void EntityRenderer::Render(float a_Lerp) {
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void EntityRenderer::Render(float a_Lerp) {
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m_Shader->Start();
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m_Shader->Start();
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for (const auto& mob : m_World.GetMobList()) {
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for (const auto& mob : m_World->GetMobList()) {
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float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
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float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
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float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
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float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
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@@ -5,7 +5,7 @@
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namespace td {
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namespace td {
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namespace render {
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namespace render {
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TowerRenderer::TowerRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
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TowerRenderer::TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
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m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
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m_Shader->Start();
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m_Shader->Start();
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m_Shader->SetColorEffect({0, 0, 1});
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m_Shader->SetColorEffect({0, 0, 1});
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@@ -17,7 +17,7 @@ TowerRenderer::~TowerRenderer() {}
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void TowerRenderer::Render(float a_Lerp) {
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void TowerRenderer::Render(float a_Lerp) {
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m_Shader->Start();
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m_Shader->Start();
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for (const auto& tower : m_World.GetTowers()) {
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for (const auto& tower : m_World->GetTowers()) {
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m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
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m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
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Renderer::Render(*m_EntityVao);
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Renderer::Render(*m_EntityVao);
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}
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}
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@@ -7,8 +7,8 @@
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namespace td {
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namespace td {
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namespace render {
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namespace render {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera) {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
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m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(&a_World));
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m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(a_World.get()));
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}
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}
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WorldRenderer::~WorldRenderer() {}
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WorldRenderer::~WorldRenderer() {}
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