Convert some shared to unique pointers
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@@ -107,6 +107,7 @@ target_precompile_headers(${ENGINE} PRIVATE
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"$<$<COMPILE_LANGUAGE:CXX>:<string$<ANGLE-R>>"
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"$<$<COMPILE_LANGUAGE:CXX>:<string_view$<ANGLE-R>>"
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"$<$<COMPILE_LANGUAGE:CXX>:<unordered_map$<ANGLE-R>>"
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"$<$<COMPILE_LANGUAGE:CXX>:<utility$<ANGLE-R>>"
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"$<$<COMPILE_LANGUAGE:CXX>:<vector$<ANGLE-R>>"
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)
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@@ -1,4 +1,5 @@
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#include <algorithm> // std::min
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#include <utility> // std::move
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#include <glad/glad.h>
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@@ -47,10 +48,10 @@ namespace Inferno {
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// -----------------------------------------
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// Create array for storing quads vertices
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s_quadBatch->vertexBufferBase = std::shared_ptr<QuadVertex[]>(new QuadVertex[QuadBatch::vertexCount]);
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s_quadBatch->vertexBufferBase = std::unique_ptr<QuadVertex[]>(new QuadVertex[QuadBatch::vertexCount]);
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s_quadBatch->vertexBufferPtr = s_quadBatch->vertexBufferBase.get();
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// Set basic quad vertex positions
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// Set default quad vertex positions
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s_quadBatch->vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f };
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s_quadBatch->vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f };
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s_quadBatch->vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
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@@ -74,7 +75,7 @@ namespace Inferno {
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// -----------------------------------------
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// Create shader
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s_quadBatch->shader = std::make_shared<Shader>("assets/glsl/batch-quad");
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s_quadBatch->shader = std::make_unique<Shader>("assets/glsl/batch-quad");
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s_quadBatch->shader->bind();
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s_quadBatch->shader->setInt("u_textures", samplers, s_quadBatch->textureUnitPerBatch);
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s_quadBatch->shader->unbind();
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@@ -83,14 +84,14 @@ namespace Inferno {
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s_quadBatch->vertexArray = std::make_shared<VertexArray>();
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// Create vertex buffer
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s_quadBatch->vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * QuadBatch::vertexCount);
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s_quadBatch->vertexBuffer->setLayout({
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auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * QuadBatch::vertexCount);
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vertexBuffer->setLayout({
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{ BufferElementType::Vec3, "a_position" },
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{ BufferElementType::Vec4, "a_color" },
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{ BufferElementType::Vec2, "a_textureCoordinates" },
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{ BufferElementType::Float, "a_textureIndex" },
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});
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s_quadBatch->vertexArray->addVertexBuffer(s_quadBatch->vertexBuffer);
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s_quadBatch->vertexArray->addVertexBuffer(std::move(vertexBuffer));
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// Generate indices
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@@ -109,7 +110,7 @@ namespace Inferno {
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}
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// Create index buffer
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std::shared_ptr<IndexBuffer> indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * QuadBatch::indexCount);
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auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * QuadBatch::indexCount);
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s_quadBatch->vertexArray->setIndexBuffer(indexBuffer);
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delete[] indices;
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@@ -226,7 +227,7 @@ namespace Inferno {
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}
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// Upload vertex data to GPU
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s_quadBatch->vertexBuffer->uploadData(
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s_quadBatch->vertexArray->getVertexBuffers().at(0)->uploadData(
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s_quadBatch->vertexBufferBase.get(),
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s_quadBatch->quadCount * QuadBatch::vertexPerQuad * sizeof(QuadVertex));
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@@ -2,7 +2,7 @@
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#define RENDERER_H
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#include <cstdint> // std::uint32_t
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#include <memory> // std::shared_ptr
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#include <memory> // std::shared_ptr, std::unique_ptr
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#include "glm/ext/matrix_float4x4.hpp" // glm::mat4
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#include "glm/ext/vector_float2.hpp" // glm::vec2
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@@ -33,18 +33,21 @@ namespace Inferno {
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static const uint32_t indexCount = quads * indexPerQuad;
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static const uint32_t textureUnitPerBatch = 32;
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// CPU quad vertices
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uint32_t quadCount = 0;
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std::shared_ptr<QuadVertex[]> vertexBufferBase = nullptr;
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std::unique_ptr<QuadVertex[]> vertexBufferBase = nullptr;
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QuadVertex* vertexBufferPtr = nullptr;
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// Default quad vertex positions
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glm::vec4 vertexPositions[vertexPerQuad];
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// Texture units
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uint32_t supportedTextureUnitPerBatch = 0;
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uint32_t textureUnitIndex = 1;
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std::array<std::shared_ptr<Texture>, textureUnitPerBatch> textureUnits;
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std::shared_ptr<Shader> shader = nullptr;
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std::shared_ptr<VertexBuffer> vertexBuffer = nullptr;
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// GPU objects
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std::unique_ptr<Shader> shader = nullptr;
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std::shared_ptr<VertexArray> vertexArray = nullptr;
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};
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