Implement batch rendering in application.cpp, combine color / texure shader into one batch shader
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@@ -1,18 +1,22 @@
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#include "inferno/application.h"
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#include "inferno/assertions.h"
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#include "inferno/component/transform.h"
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#include "inferno/core.h"
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#include "inferno/event/applicationevent.h"
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#include "inferno/event/event.h"
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#include "inferno/event/keyevent.h"
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#include "inferno/event/mouseevent.h"
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#include "inferno/input.h"
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#include "inferno/inputcodes.h"
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#include "inferno/log.h"
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#include "inferno/settings.h"
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#include "inferno/render/buffer.h"
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#include "inferno/render/camera.h"
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#include "inferno/render/context.h"
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#include "inferno/render/renderer.h"
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#include "inferno/render/shader.h"
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#include "inferno/render/texture.h"
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#include "inferno/time.h"
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#include "inferno/window.h"
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namespace Inferno {
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@@ -33,99 +37,72 @@ namespace Inferno {
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Input::initialize();
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m_cameraO = std::make_shared<OrthographicCamera>();
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m_cameraP = std::make_shared<PerspectiveCamera>();
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TextureManager textureManager;
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m_texture = textureManager.load("assets/gfx/test.png");
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m_texture2 = textureManager.load("assets/gfx/test-inverted.png");
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// -----------------------------------------
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float verticesColor[] = {
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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};
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uint32_t indicesColor[] = {
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0, 1, 2, 2, 3, 0
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};
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m_vertexArrayColor = std::make_shared<VertexArray>();
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std::shared_ptr<VertexBuffer> vertexBufferColor = std::make_shared<VertexBuffer>(verticesColor, sizeof(verticesColor));
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vertexBufferColor->setLayout({
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{ BufferElementType::Vec3, "a_position" },
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{ BufferElementType::Vec4, "a_color" },
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});
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m_vertexArrayColor->addVertexBuffer(vertexBufferColor);
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std::shared_ptr<IndexBuffer> indexBufferColor = std::make_shared<IndexBuffer>(indicesColor, sizeof(indicesColor));
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m_vertexArrayColor->setIndexBuffer(indexBufferColor);
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// -----------------------------------------
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m_vertexArrayTexture = std::make_shared<VertexArray>();
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float verticesTexture[] = {
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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};
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uint32_t indicesTexture[] = {
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0, 1, 2, 2, 3, 0
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};
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std::shared_ptr<VertexBuffer> vertexBufferTexture = std::make_shared<VertexBuffer>(verticesTexture, sizeof(verticesTexture));
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vertexBufferTexture->setLayout({
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{ BufferElementType::Vec3, "a_position" },
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{ BufferElementType::Vec2, "a_texCoord" },
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});
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m_vertexArrayTexture->addVertexBuffer(vertexBufferTexture);
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std::shared_ptr<IndexBuffer> indexBufferTexture = std::make_shared<IndexBuffer>(indicesTexture, sizeof(indicesTexture));
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m_vertexArrayTexture->setIndexBuffer(indexBufferTexture);
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// -----------------------------------------
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ShaderManager shaderManager;
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m_shaderSimple = shaderManager.load("assets/glsl/simple");
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m_shaderTexture = shaderManager.load("assets/glsl/texture");
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m_shaderTexture->setInt("u_texture", m_texture->id());
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Renderer2D::initialize();
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}
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Application::~Application()
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{
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Renderer2D::destroy();
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// Input::destroy();
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Settings::destroy();
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}
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void Application::run()
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{
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dbg() << "Application startup";
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glm::mat4 colors = {
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1.0f, 0.0f, 1.0f, 1.0f, // Lower left corner: purple
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1.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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};
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Transform cube({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f});
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cube.update();
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Transform cube2({1.1f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f});
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cube2.update();
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Transform cube3({2.2f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f});
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cube3.update();
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while(!m_window->shouldClose()) {
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Command::clearColor({ 0.2f, 0.3f, 0.3f, 1.0f });
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Command::clear();
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float time = Time::time();
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float deltaTime = time - m_lastFrameTime;
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m_lastFrameTime = time;
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// dbg() << "Frametime " << deltaTime * 1000 << "ms";
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// Renderer::beginScene(); // camera, lights, environment
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// m_shaderSimple->bind();
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// Renderer::submit(m_vertexArrayColor);
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// m_shaderSimple->unbind();
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m_shaderTexture->bind();
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m_texture->bind();
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Renderer::submit(m_vertexArrayTexture);
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m_texture->unbind();
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m_shaderTexture->unbind();
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// Renderer::endScene();
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// Update
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Input::update();
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m_window->update();
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m_cameraO->update(deltaTime);
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m_cameraP->update(deltaTime);
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// Render
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RenderCommand::clearColor({ 0.2f, 0.3f, 0.3f, 1.0f });
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RenderCommand::clear();
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Renderer2D::beginScene(m_cameraP); // camera, lights, environment
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Renderer2D::drawQuad(std::make_shared<Transform>(cube), colors);
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Renderer2D::drawQuad(std::make_shared<Transform>(cube2), { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture);
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Renderer2D::drawQuad(std::make_shared<Transform>(cube3), { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2);
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Renderer2D::endScene();
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m_window->render();
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}
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dbg() << "Application shutdown";
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@@ -137,6 +114,7 @@ namespace Inferno {
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dispatcher.dispatch<WindowCloseEvent>(NF_BIND_EVENT(Application::onWindowClose));
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dispatcher.dispatch<WindowResizeEvent>(NF_BIND_EVENT(Application::onWindowResize));
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dispatcher.dispatch<KeyPressEvent>(NF_BIND_EVENT(Application::onKeyPress));
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dispatcher.dispatch<MousePositionEvent>(NF_BIND_EVENT(Application::onMousePosition));
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}
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bool Application::onWindowClose(WindowCloseEvent& e)
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@@ -179,4 +157,10 @@ namespace Inferno {
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return true;
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}
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bool Application::onMousePosition(MousePositionEvent& e)
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{
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return Input::onMousePosition(e);
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}
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}
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@@ -7,6 +7,9 @@ namespace Inferno {
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class Event;
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class KeyPressEvent;
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class MousePositionEvent;
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class OrthographicCamera;
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class PerspectiveCamera;
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class Texture;
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class TextureManager;
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class Window;
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@@ -27,6 +30,7 @@ namespace Inferno {
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bool onWindowClose(WindowCloseEvent& e);
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bool onWindowResize(WindowResizeEvent& e);
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bool onKeyPress(KeyPressEvent& e);
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bool onMousePosition(MousePositionEvent& e);
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// -----------------------------------------
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@@ -36,13 +40,15 @@ namespace Inferno {
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private:
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std::unique_ptr<Window> m_window;
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// std::unique_ptr<Camera> m_camera;
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std::shared_ptr<OrthographicCamera> m_cameraO;
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std::shared_ptr<PerspectiveCamera> m_cameraP;
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float m_lastFrameTime = 0.0f;
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//
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std::shared_ptr<VertexArray> m_vertexArrayColor;
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std::shared_ptr<VertexArray> m_vertexArrayTexture;
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std::shared_ptr<Shader> m_shaderSimple;
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std::shared_ptr<Shader> m_shaderTexture;
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std::shared_ptr<Texture> m_texture;
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std::shared_ptr<Texture> m_texture2;
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//
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static Application* s_instance;
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@@ -55,6 +61,13 @@ namespace Inferno {
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#endif // APPLICATION_H
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// C++17 features used:
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// - std::string:view, log.h
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// - std::shared_ptr array management, renderer.h
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// OpenGL 4.5 features used:
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// -
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// Gameplan
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// v Entrypoint
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// v Logging
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@@ -81,3 +94,5 @@ namespace Inferno {
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// @Todo
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// - Settings should contain all file paths (ex: shaders)
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// - RefPtr<>
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// - Rename Application::get() to Application::the() for singleton
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@@ -0,0 +1,12 @@
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#include <GLFW/glfw3.h>
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#include "inferno/time.h"
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namespace Inferno {
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float Time::time()
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{
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return static_cast<float>(glfwGetTime());
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}
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}
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@@ -0,0 +1,13 @@
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#ifndef TIME_H
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#define TIME_H
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namespace Inferno {
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class Time {
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public:
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static float time();
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};
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}
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#endif // TIME_H
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