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					@ -4,8 +4,8 @@ | 
				
			
			
		
	
		
		
			
				
					
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					 * SPDX-License-Identifier: MIT | 
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					 * SPDX-License-Identifier: MIT | 
				
			
			
		
	
		
		
			
				
					
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					 */ | 
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					 */ | 
				
			
			
		
	
		
		
			
				
					
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					#include <algorithm> // std::min | 
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					#include <algorithm> // std::copy, std::min | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					#include <utility>   // std::move | 
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					#include <span> | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					#include "glad/glad.h" | 
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					#include "glad/glad.h" | 
				
			
			
		
	
		
		
			
				
					
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					#include "ruc/format/log.h" | 
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					#include "ruc/format/log.h" | 
				
			
			
		
	
	
		
		
			
				
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					@ -61,32 +61,7 @@ void Renderer<T>::initialize() | 
				
			
			
		
	
		
		
			
				
					
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						// Create vertex array
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						// Create vertex array
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						m_vertexArray = std::make_shared<VertexArray>(); | 
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						m_vertexArray = std::make_shared<VertexArray>(); | 
				
			
			
		
	
		
		
			
				
					
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						// CPU
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						createElementBuffer(); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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						// ---------------------------------
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						// Generate indices
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						uint32_t* indices = new uint32_t[maxIndices]; | 
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						uint32_t offset = 0; | 
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						for (uint32_t i = 0; i < maxIndices; i += indexPerQuad) { | 
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							indices[i + 0] = offset + 0; | 
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							indices[i + 1] = offset + 1; | 
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							indices[i + 2] = offset + 2; | 
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							indices[i + 3] = offset + 2; | 
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							indices[i + 4] = offset + 3; | 
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							indices[i + 5] = offset + 0; | 
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							offset += vertexPerQuad; | 
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						} | 
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						// GPU
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						// ---------------------------------
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						// Create index buffer
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						auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * maxIndices); | 
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						m_vertexArray->setIndexBuffer(indexBuffer); | 
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						delete[] indices; | 
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					template<typename T> | 
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					template<typename T> | 
				
			
			
		
	
	
		
		
			
				
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					@ -146,24 +121,56 @@ void Renderer<T>::unbind() | 
				
			
			
		
	
		
		
			
				
					
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						m_shader->unbind(); | 
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						m_shader->unbind(); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer<T>::createElementBuffer() | 
				
			
			
		
	
		
		
			
				
					
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						// CPU
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						// ---------------------------------
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						// Generate indices
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						uint32_t* indices = new uint32_t[maxElements]; | 
				
			
			
		
	
		
		
			
				
					
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						uint32_t offset = 0; | 
				
			
			
		
	
		
		
			
				
					
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						for (uint32_t i = 0; i < maxElements; i += elementPerQuad) { | 
				
			
			
		
	
		
		
			
				
					
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							indices[i + 0] = offset + 0; | 
				
			
			
		
	
		
		
			
				
					
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							indices[i + 1] = offset + 1; | 
				
			
			
		
	
		
		
			
				
					
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							indices[i + 2] = offset + 2; | 
				
			
			
		
	
		
		
			
				
					
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							indices[i + 3] = offset + 2; | 
				
			
			
		
	
		
		
			
				
					
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							indices[i + 4] = offset + 3; | 
				
			
			
		
	
		
		
			
				
					
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							indices[i + 5] = offset + 0; | 
				
			
			
		
	
		
		
			
				
					
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							offset += vertexPerQuad; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						// GPU
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						// ---------------------------------
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						// Create index buffer
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						auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * maxElements); | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->setIndexBuffer(indexBuffer); | 
				
			
			
		
	
		
		
			
				
					
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						delete[] indices; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					template<typename T> | 
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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer<T>::flush() | 
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					void Renderer<T>::flush() | 
				
			
			
		
	
		
		
			
				
					
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						if (m_quadIndex == 0) { | 
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						if (m_vertexIndex == 0 || m_elementIndex == 0) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							return; | 
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							return; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						// Upload index data to GPU
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						uploadElementBuffer(); | 
				
			
			
		
	
		
		
			
				
					
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						// Upload vertex data to GPU
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						// Upload vertex data to GPU
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						m_vertexArray->at(0)->uploadData( | 
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						m_vertexArray->at(0)->uploadData(m_vertexBufferBase, m_vertexIndex * sizeof(T)); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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							m_vertexBufferBase, | 
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							m_quadIndex * vertexPerQuad * sizeof(T)); | 
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						bind(); | 
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						bind(); | 
				
			
			
		
	
		
		
			
				
					
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						// Render
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						// Render
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						bool depthTest = RenderCommand::depthTest(); | 
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						bool depthTest = RenderCommand::depthTest(); | 
				
			
			
		
	
		
		
			
				
					
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						RenderCommand::setDepthTest(m_enableDepthBuffer); | 
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						RenderCommand::setDepthTest(m_enableDepthBuffer); | 
				
			
			
		
	
		
		
			
				
					
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						RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad); | 
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						RenderCommand::drawIndexed(m_vertexArray, m_elementIndex); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						RenderCommand::setDepthTest(depthTest); | 
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						RenderCommand::setDepthTest(depthTest); | 
				
			
			
		
	
		
		
			
				
					
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						unbind(); | 
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						unbind(); | 
				
			
			
		
	
	
		
		
			
				
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					@ -172,7 +179,8 @@ void Renderer<T>::flush() | 
				
			
			
		
	
		
		
			
				
					
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					template<typename T> | 
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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer<T>::startBatch() | 
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					void Renderer<T>::startBatch() | 
				
			
			
		
	
		
		
			
				
					
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						m_quadIndex = 0; | 
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						m_vertexIndex = 0; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						m_elementIndex = 0; | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexBufferPtr = m_vertexBufferBase; | 
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						m_vertexBufferPtr = m_vertexBufferBase; | 
				
			
			
		
	
		
		
			
				
					
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						m_textureSlotIndex = 1; | 
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						m_textureSlotIndex = 1; | 
				
			
			
		
	
	
		
		
			
				
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					@ -245,7 +253,7 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color, | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
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					void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
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						// Create a new batch if the quad limit has been reached
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						// Create a new batch if the quad limit has been reached
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						if (m_quadIndex >= maxQuads) { | 
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						if (m_vertexIndex + vertexPerQuad > maxVertices || m_elementIndex + elementPerQuad > maxElements) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							nextBatch(); | 
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							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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					@ -267,7 +275,8 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr++; | 
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							m_vertexBufferPtr++; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						m_quadIndex++; | 
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						m_vertexIndex += vertexPerQuad; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						m_elementIndex += elementPerQuad; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer2D::loadShader() | 
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					void Renderer2D::loadShader() | 
				
			
			
		
	
	
		
		
			
				
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					@ -366,7 +375,8 @@ void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4 | 
				
			
			
		
	
		
		
			
				
					
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					void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
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					void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
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						// Create a new batch if the quad limit has been reached
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						if (m_quadIndex >= maxQuads) { | 
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						if (m_vertexIndex + (vertexPerQuad * quadPerCube) > maxVertices | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						    || m_elementIndex + (elementPerQuad * quadPerCube) > maxElements) { | 
				
			
			
		
	
		
		
			
				
					
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							nextBatch(); | 
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							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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					@ -380,7 +390,8 @@ void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr++; | 
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							m_vertexBufferPtr++; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						m_quadIndex += quadPerCube; | 
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						m_vertexIndex += vertexPerQuad * quadPerCube; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						m_elementIndex += elementPerQuad * quadPerCube; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void RendererCubemap::loadShader() | 
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					void RendererCubemap::loadShader() | 
				
			
			
		
	
	
		
		
			
				
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					@ -428,7 +439,7 @@ RendererFont::RendererFont(s) | 
				
			
			
		
	
		
		
			
				
					
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					void RendererFont::drawSymbol(std::array<SymbolVertex, vertexPerQuad>& symbolQuad, std::shared_ptr<Texture> texture) | 
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					void RendererFont::drawSymbol(std::array<SymbolVertex, vertexPerQuad>& symbolQuad, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
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						// Create a new batch if the quad limit has been reached
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						// Create a new batch if the quad limit has been reached
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						if (m_quadIndex >= maxQuads) { | 
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						if (m_vertexIndex + vertexPerQuad > maxVertices || m_elementIndex + elementPerQuad > maxElements) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							nextBatch(); | 
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							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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					@ -451,7 +462,8 @@ void RendererFont::drawSymbol(std::array<SymbolVertex, vertexPerQuad>& symbolQua | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr++; | 
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							m_vertexBufferPtr++; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						m_quadIndex++; | 
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						m_vertexIndex += vertexPerQuad; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						m_elementIndex += elementPerQuad; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void RendererFont::loadShader() | 
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					void RendererFont::loadShader() | 
				
			
			
		
	
	
		
		
			
				
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					@ -459,4 +471,103 @@ void RendererFont::loadShader() | 
				
			
			
		
	
		
		
			
				
					
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						m_shader = AssetManager::the().load<Shader>("assets/glsl/batch-font"); | 
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						m_shader = AssetManager::the().load<Shader>("assets/glsl/batch-font"); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					// -----------------------------------------
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					Renderer3D::Renderer3D(s) | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						Renderer::initialize(); | 
				
			
			
		
	
		
		
			
				
					
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						// CPU
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						// ---------------------------------
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						// Create array for storing quads vertices
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						m_vertexBufferBase = new Vertex[maxVertices]; | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexBufferPtr = m_vertexBufferBase; | 
				
			
			
		
	
		
		
			
				
					
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						// GPU
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						// ---------------------------------
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						m_enableDepthBuffer = true; | 
				
			
			
		
	
		
		
			
				
					
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						// Create vertex buffer
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						auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(Vertex) * maxVertices); | 
				
			
			
		
	
		
		
			
				
					
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						vertexBuffer->setLayout({ | 
				
			
			
		
	
		
		
			
				
					
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							{ BufferElementType::Vec3, "a_position" }, | 
				
			
			
		
	
		
		
			
				
					
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							{ BufferElementType::Vec3, "a_normal" }, | 
				
			
			
		
	
		
		
			
				
					
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							{ BufferElementType::Vec2, "a_textureCoordinates" }, | 
				
			
			
		
	
		
		
			
				
					
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							{ BufferElementType::Float, "a_textureIndex" }, | 
				
			
			
		
	
		
		
			
				
					
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						}); | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->addVertexBuffer(vertexBuffer); | 
				
			
			
		
	
		
		
			
				
					
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						ruc::info("Renderer3D initialized"); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uint32_t> indices, const TransformComponent& transform, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						VERIFY(vertices.size() <= maxVertices, "model vertices too big for buffer"); | 
				
			
			
		
	
		
		
			
				
					
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						VERIFY(indices.size() <= maxElements, "model elements too big for buffer"); | 
				
			
			
		
	
		
		
			
				
					
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						// Create a new batch if the quad limit has been reached
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						if (m_vertexIndex + vertices.size() > maxVertices || m_elementIndex + indices.size() > maxElements) { | 
				
			
			
		
	
		
		
			
				
					
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							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						uint32_t textureUnitIndex = addTextureUnit(texture); | 
				
			
			
		
	
		
		
			
				
					
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						// Add the vertices
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						for (auto vertex : vertices) { | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr->position = transform.transform * glm::vec4(vertex.position, 1.0f); | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr->normal = vertex.normal; | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr->textureCoordinates = vertex.textureCoordinates; | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr->textureIndex = (float)textureUnitIndex; | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferPtr++; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						std::copy(indices.begin(), indices.end(), m_elementBufferPtr); | 
				
			
			
		
	
		
		
			
				
					
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						m_elementBufferPtr += indices.size(); | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexIndex += vertices.size(); | 
				
			
			
		
	
		
		
			
				
					
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						m_elementIndex += indices.size(); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer3D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						m_shader->bind(); | 
				
			
			
		
	
		
		
			
				
					
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						m_shader->setFloat("u_projectionView", cameraProjection * cameraView); | 
				
			
			
		
	
		
		
			
				
					
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						m_shader->unbind(); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer3D::createElementBuffer() | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						// CPU
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						// ---------------------------------
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						// Create array for storing quads vertices
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						m_elementBufferBase = new uint32_t[maxElements]; | 
				
			
			
		
	
		
		
			
				
					
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						m_elementBufferPtr = m_elementBufferBase; | 
				
			
			
		
	
		
		
			
				
					
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						// GPU
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						// ---------------------------------
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						// Create index buffer
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						auto indexBuffer = std::make_shared<IndexBuffer>(m_elementBufferBase, sizeof(uint32_t) * maxElements); | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->setIndexBuffer(indexBuffer); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer3D::uploadElementBuffer() | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->getIndexBuffer()->uploadData(m_elementBufferBase, m_elementIndex * sizeof(uint32_t)); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer3D::loadShader() | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						m_shader = AssetManager::the().load<Shader>("assets/glsl/batch-3d"); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer3D::startBatch() | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						Renderer<Vertex>::startBatch(); | 
				
			
			
		
	
		
		
			
				
					
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						m_elementBufferPtr = m_elementBufferBase; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					} // namespace Inferno
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					} // namespace Inferno
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