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					@ -18,86 +18,171 @@ | 
				
			
			
		
	
		
		
			
				
					
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					namespace Inferno { | 
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					namespace Inferno { | 
				
			
			
		
	
		
		
			
				
					
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					uint32_t Renderer::m_supportedTextureUnitPerBatch = 0; | 
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					template<typename T> | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					void Renderer<T>::beginScene(glm::mat4, glm::mat4) | 
				
			
			
		
	
		
		
			
				
					
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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer<T>::endScene() | 
				
			
			
		
	
		
		
			
				
					
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						nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
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					// -----------------------------------------
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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					uint32_t Renderer<T>::m_maxSupportedTextureSlots = 0; | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer::initialize() | 
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					template<typename T> | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					void Renderer<T>::initialize() | 
				
			
			
		
	
		
		
			
				
					
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						// Get amount of texture units supported by the GPU
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						// Get amount of texture units supported by the GPU
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						uint32_t constTextureUnitCount = textureUnitPerBatch; | 
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						uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount(); | 
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						uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount(); | 
				
			
			
		
	
		
		
			
				
					
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						m_supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount); | 
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						m_maxSupportedTextureSlots = std::min(maxTextureSlots, gpuTextureUnitCount); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						// Texture unit 0 is reserved for no texture
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						// Texture unit 0 is reserved for no texture
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						m_textureUnits[0] = nullptr; | 
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						m_textureSlots[0] = nullptr; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						// Create texture unit samplers
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						// Create texture unit samplers
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						int32_t samplers[textureUnitPerBatch]; | 
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						int32_t samplers[maxTextureSlots]; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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						for (uint32_t i = 0; i < textureUnitPerBatch; i++) { | 
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						for (uint32_t i = 0; i < maxTextureSlots; i++) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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							samplers[i] = i; | 
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							samplers[i] = i; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						// Create shader
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						// Create shader
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						loadShader(); | 
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						loadShader(); | 
				
			
			
		
	
		
		
			
				
					
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						m_shader->bind(); | 
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						m_shader->bind(); | 
				
			
			
		
	
		
		
			
				
					
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						m_shader->setInt("u_textures", samplers, textureUnitPerBatch); | 
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						m_shader->setInt("u_textures", samplers, maxTextureSlots); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						m_shader->unbind(); | 
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						m_shader->unbind(); | 
				
			
			
		
	
		
		
			
				
					
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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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						// ---------------------------------
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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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						} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer::destroy() | 
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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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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer<T>::destroy() | 
				
			
			
		
	
		
		
			
				
					
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						delete[] m_vertexBufferBase; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					uint32_t Renderer::addTextureUnit(std::shared_ptr<Texture> texture) | 
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					template<typename T> | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					uint32_t Renderer<T>::addTextureUnit(std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
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						if (texture == nullptr) { | 
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						if (texture == nullptr) { | 
				
			
			
		
	
		
		
			
				
					
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							return 0; | 
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							return 0; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						// Create a new batch if the texture unit limit has been reached
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						// Create a new batch if the texture unit limit has been reached
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						if (m_textureUnitIndex >= m_supportedTextureUnitPerBatch) { | 
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						if (m_textureSlotIndex >= m_maxSupportedTextureSlots) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							nextBatch(); | 
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							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						// If texure was already added
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						// If texure was already added
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						for (uint32_t i = 1; i < m_textureUnitIndex; i++) { | 
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						for (uint32_t i = 1; i < m_textureSlotIndex; i++) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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							if (m_textureUnits[i] == texture) { | 
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							if (m_textureSlots[i] == texture) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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								return i; | 
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								return i; | 
				
			
			
		
	
		
		
			
				
					
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							} | 
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							} | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						// Add texture
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						// Add texture
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						uint32_t textureUnitIndex = m_textureUnitIndex; | 
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						uint32_t textureSlotIndex = m_textureSlotIndex; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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						m_textureUnits[textureUnitIndex] = texture; | 
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						m_textureSlots[textureSlotIndex] = texture; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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						m_textureUnitIndex++; | 
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						m_textureSlotIndex++; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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						return textureUnitIndex; | 
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						return textureSlotIndex; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer::bind() | 
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					template<typename T> | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					void Renderer<T>::bind() | 
				
			
			
		
	
		
		
			
				
					
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						m_shader->bind(); | 
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						m_shader->bind(); | 
				
			
			
		
	
		
		
			
				
					
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						for (uint32_t i = 1; i < m_textureUnitIndex; i++) { | 
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						for (uint32_t i = 1; i < m_textureSlotIndex; i++) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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							m_textureUnits[i]->bind(i); | 
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							m_textureSlots[i]->bind(i); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->bind(); | 
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						m_vertexArray->bind(); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer::unbind() | 
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					template<typename T> | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					void Renderer<T>::unbind() | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->unbind(); | 
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						m_vertexArray->unbind(); | 
				
			
			
		
	
		
		
			
				
					
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						for (uint32_t i = 1; i < m_textureUnitIndex; i++) { | 
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						for (uint32_t i = 1; i < m_textureSlotIndex; i++) { | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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							m_textureUnits[i]->unbind(); | 
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							m_textureSlots[i]->unbind(); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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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>::flush() | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						if (m_quadIndex == 0) { | 
				
			
			
		
	
		
		
			
				
					
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							return; | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						// Upload vertex data to GPU
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						m_vertexArray->at(0)->uploadData( | 
				
			
			
		
	
		
		
			
				
					
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							m_vertexBufferBase, | 
				
			
			
		
	
		
		
			
				
					
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							m_quadIndex * vertexPerQuad * sizeof(T)); | 
				
			
			
		
	
		
		
			
				
					
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						bind(); | 
				
			
			
		
	
		
		
			
				
					
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						// Render
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						bool depthTest = RenderCommand::depthTest(); | 
				
			
			
		
	
		
		
			
				
					
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						RenderCommand::setDepthTest(m_enableDepthBuffer); | 
				
			
			
		
	
		
		
			
				
					
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						RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad); | 
				
			
			
		
	
		
		
			
				
					
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						RenderCommand::setDepthTest(depthTest); | 
				
			
			
		
	
		
		
			
				
					
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						unbind(); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer<T>::startBatch() | 
				
			
			
		
	
		
		
			
				
					
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						m_quadIndex = 0; | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexBufferPtr = m_vertexBufferBase; | 
				
			
			
		
	
		
		
			
				
					
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						m_textureSlotIndex = 1; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					template<typename T> | 
				
			
			
		
	
		
		
			
				
					
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					void Renderer<T>::nextBatch() | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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						flush(); | 
				
			
			
		
	
		
		
			
				
					
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						startBatch(); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					// -----------------------------------------
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					// -----------------------------------------
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					Renderer2D::Renderer2D(s) | 
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					Renderer2D::Renderer2D(s) | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
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					@ -108,8 +193,8 @@ Renderer2D::Renderer2D(s) | 
				
			
			
		
	
		
		
			
				
					
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						// ---------------------------------
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						// ---------------------------------
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						// Create array for storing quads vertices
 | 
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						// Create array for storing quads vertices
 | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexBufferBase = std::make_unique<QuadVertex[]>(vertexCount); | 
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						m_vertexBufferBase = new QuadVertex[maxVertices]; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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						m_vertexBufferPtr = m_vertexBufferBase.get(); | 
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						m_vertexBufferPtr = m_vertexBufferBase; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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						// Set default quad vertex positions
 | 
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						// Set default quad vertex positions
 | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f }; | 
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					 | 
						m_vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f }; | 
				
			
			
		
	
	
		
		
			
				
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					@ -117,27 +202,11 @@ Renderer2D::Renderer2D(s) | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f }; | 
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					 | 
						m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f }; | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f }; | 
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						m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f }; | 
				
			
			
		
	
		
		
			
				
					
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						// Generate indices
 | 
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						uint32_t* indices = new uint32_t[indexCount]; | 
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						uint32_t offset = 0; | 
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						for (uint32_t i = 0; i < indexCount; 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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						// GPU
 | 
				
			
			
		
	
		
		
			
				
					
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						// ---------------------------------
 | 
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						// ---------------------------------
 | 
				
			
			
		
	
		
		
			
				
					
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						// Create vertex buffer
 | 
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					 | 
						// Create vertex buffer
 | 
				
			
			
		
	
		
		
			
				
					
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						auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * vertexCount); | 
					 | 
					 | 
					 | 
						auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * maxVertices); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						vertexBuffer->setLayout({ | 
					 | 
					 | 
					 | 
						vertexBuffer->setLayout({ | 
				
			
			
		
	
		
		
			
				
					
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							{ BufferElementType::Vec3, "a_position" }, | 
					 | 
					 | 
					 | 
							{ BufferElementType::Vec3, "a_position" }, | 
				
			
			
		
	
		
		
			
				
					
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					 | 
							{ BufferElementType::Vec4, "a_color" }, | 
					 | 
					 | 
					 | 
							{ BufferElementType::Vec4, "a_color" }, | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -146,19 +215,9 @@ Renderer2D::Renderer2D(s) | 
				
			
			
		
	
		
		
			
				
					
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					 | 
						}); | 
					 | 
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					 | 
						}); | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->addVertexBuffer(vertexBuffer); | 
					 | 
					 | 
					 | 
						m_vertexArray->addVertexBuffer(vertexBuffer); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
						// Create index buffer
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexArray->setIndexBuffer(indexBuffer); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
						delete[] indices; | 
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					 | 
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					 | 
						ruc::info("Renderer2D initialized"); | 
					 | 
					 | 
					 | 
						ruc::info("Renderer2D initialized"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
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					Renderer2D::~Renderer2D() | 
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					{ | 
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					 | 
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					 | 
						Renderer::destroy(); | 
					 | 
					 | 
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					 | 
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					 | 
					} | 
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					void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) | 
					 | 
					 | 
					 | 
					void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					{ | 
					 | 
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					 | 
					{ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_shader->bind(); | 
					 | 
					 | 
					 | 
						m_shader->bind(); | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -166,11 +225,6 @@ void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_shader->unbind(); | 
					 | 
					 | 
					 | 
						m_shader->unbind(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					void Renderer2D::endScene() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
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					 | 
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					 | 
						nextBatch(); | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					} | 
					 | 
					 | 
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 | 
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					 | 
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					 | 
					void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color) | 
					 | 
					 | 
					 | 
					void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					{ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						drawQuad(transform, color, nullptr); | 
					 | 
					 | 
					 | 
						drawQuad(transform, color, nullptr); | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -189,7 +243,7 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
					 | 
					 | 
					 | 
					void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					{ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Create a new batch if the quad limit has been reached
 | 
					 | 
					 | 
					 | 
						// Create a new batch if the quad limit has been reached
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						if (m_quadIndex >= quadCount) { | 
					 | 
					 | 
					 | 
						if (m_quadIndex >= maxQuads) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							nextBatch(); | 
					 | 
					 | 
					 | 
							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						} | 
					 | 
					 | 
					 | 
						} | 
				
			
			
		
	
		
		
			
				
					
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 | 
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 | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -219,39 +273,6 @@ void Renderer2D::loadShader() | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_shader = ShaderManager::the().load("assets/glsl/batch-quad"); | 
					 | 
					 | 
					 | 
						m_shader = ShaderManager::the().load("assets/glsl/batch-quad"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void Renderer2D::flush() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						if (m_quadIndex == 0) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							return; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Upload vertex data to GPU
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexArray->getVertexBuffers().at(0)->uploadData( | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							m_vertexBufferBase.get(), | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							m_quadIndex * vertexPerQuad * sizeof(QuadVertex)); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						bind(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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 | 
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					 | 
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					 | 
					 | 
					 | 
						// Render
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
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					 | 
					 | 
					 | 
						unbind(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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 | 
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					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void Renderer2D::startBatch() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_quadIndex = 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexBufferPtr = m_vertexBufferBase.get(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_textureUnitIndex = 1; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void Renderer2D::nextBatch() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						flush(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						startBatch(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					// -----------------------------------------
 | 
					 | 
					 | 
					 | 
					// -----------------------------------------
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					RendererCubemap::RendererCubemap(s) | 
					 | 
					 | 
					 | 
					RendererCubemap::RendererCubemap(s) | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -262,8 +283,8 @@ RendererCubemap::RendererCubemap(s) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// ---------------------------------
 | 
					 | 
					 | 
					 | 
						// ---------------------------------
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Create array for storing quads vertices
 | 
					 | 
					 | 
					 | 
						// Create array for storing quads vertices
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexBufferBase = std::make_unique<CubemapVertex[]>(vertexCount); | 
					 | 
					 | 
					 | 
						m_vertexBufferBase = new CubemapVertex[maxVertices]; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexBufferPtr = m_vertexBufferBase.get(); | 
					 | 
					 | 
					 | 
						m_vertexBufferPtr = m_vertexBufferBase; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Set default cubemap vertex positions
 | 
					 | 
					 | 
					 | 
						// Set default cubemap vertex positions
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
					 | 
					@ -303,27 +324,13 @@ RendererCubemap::RendererCubemap(s) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexPositions[22] = { 0.5f, -0.5f, 0.5f, 1.0f }; | 
					 | 
					 | 
					 | 
						m_vertexPositions[22] = { 0.5f, -0.5f, 0.5f, 1.0f }; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexPositions[23] = { 0.5f, -0.5f, -0.5f, 1.0f }; | 
					 | 
					 | 
					 | 
						m_vertexPositions[23] = { 0.5f, -0.5f, -0.5f, 1.0f }; | 
				
			
			
		
	
		
		
			
				
					
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 | 
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 | 
				
			
			
		
	
		
		
			
				
					
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						// Generate indices
 | 
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 | 
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						uint32_t* indices = new uint32_t[indexCount]; | 
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					 | 
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					 | 
						uint32_t offset = 0; | 
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					 | 
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					 | 
						for (uint32_t i = 0; i < indexCount; i += indexPerQuad) { | 
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					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 0] = offset + 0; | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 1] = offset + 1; | 
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					 | 
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					 | 
					 | 
					 | 
							indices[i + 2] = offset + 2; | 
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					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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							indices[i + 3] = offset + 2; | 
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					 | 
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					 | 
							indices[i + 4] = offset + 3; | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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							indices[i + 5] = offset + 0; | 
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							offset += vertexPerQuad; | 
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						} | 
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					 | 
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					 | 
						// GPU
 | 
					 | 
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						// GPU
 | 
				
			
			
		
	
		
		
			
				
					
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						// ---------------------------------
 | 
					 | 
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					 | 
						// ---------------------------------
 | 
				
			
			
		
	
		
		
			
				
					
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 | 
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 | 
				
			
			
		
	
		
		
			
				
					
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						m_enableDepthBuffer = false; | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
						// Create vertex buffer
 | 
					 | 
					 | 
					 | 
						// Create vertex buffer
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CubemapVertex) * vertexCount); | 
					 | 
					 | 
					 | 
						auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CubemapVertex) * maxVertices); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						vertexBuffer->setLayout({ | 
					 | 
					 | 
					 | 
						vertexBuffer->setLayout({ | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
							{ BufferElementType::Vec3, "a_position" }, | 
					 | 
					 | 
					 | 
							{ BufferElementType::Vec3, "a_position" }, | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							{ BufferElementType::Vec4, "a_color" }, | 
					 | 
					 | 
					 | 
							{ BufferElementType::Vec4, "a_color" }, | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -331,19 +338,9 @@ RendererCubemap::RendererCubemap(s) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						}); | 
					 | 
					 | 
					 | 
						}); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexArray->addVertexBuffer(vertexBuffer); | 
					 | 
					 | 
					 | 
						m_vertexArray->addVertexBuffer(vertexBuffer); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Create index buffer
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexArray->setIndexBuffer(indexBuffer); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						delete[] indices; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						ruc::info("RendererCubemap initialized"); | 
					 | 
					 | 
					 | 
						ruc::info("RendererCubemap initialized"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					RendererCubemap::~RendererCubemap() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						Renderer::destroy(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) | 
					 | 
					 | 
					 | 
					void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					{ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// We want the skybox fixed in position, so only retain the rotation and scale.
 | 
					 | 
					 | 
					 | 
						// We want the skybox fixed in position, so only retain the rotation and scale.
 | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -359,11 +356,6 @@ void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraVie | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_shader->unbind(); | 
					 | 
					 | 
					 | 
						m_shader->unbind(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void RendererCubemap::endScene() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						nextBatch(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture) | 
					 | 
					 | 
					 | 
					void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					{ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						drawCubemap(transform, glm::mat4(color, color, color, color), texture); | 
					 | 
					 | 
					 | 
						drawCubemap(transform, glm::mat4(color, color, color, color), texture); | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -372,13 +364,13 @@ void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
					 | 
					 | 
					 | 
					void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					{ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Create a new batch if the quad limit has been reached
 | 
					 | 
					 | 
					 | 
						// Create a new batch if the quad limit has been reached
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						if (m_quadIndex >= quadCount) { | 
					 | 
					 | 
					 | 
						if (m_quadIndex >= maxQuads) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							nextBatch(); | 
					 | 
					 | 
					 | 
							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						} | 
					 | 
					 | 
					 | 
						} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						uint32_t textureUnitIndex = addTextureUnit(texture); | 
					 | 
					 | 
					 | 
						uint32_t textureUnitIndex = addTextureUnit(texture); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Add the quads 4 vertices
 | 
					 | 
					 | 
					 | 
						// Add the quads 4 vertices, 6 times, once per cube side
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) { | 
					 | 
					 | 
					 | 
						for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i]; | 
					 | 
					 | 
					 | 
							m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							m_vertexBufferPtr->color = color[i % 4]; | 
					 | 
					 | 
					 | 
							m_vertexBufferPtr->color = color[i % 4]; | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -394,42 +386,6 @@ void RendererCubemap::loadShader() | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_shader = ShaderManager::the().load("assets/glsl/batch-cubemap"); | 
					 | 
					 | 
					 | 
						m_shader = ShaderManager::the().load("assets/glsl/batch-cubemap"); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					} | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void RendererCubemap::flush() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						if (m_quadIndex == 0) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							return; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Upload vertex data to GPU
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexArray->getVertexBuffers().at(0)->uploadData( | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							m_vertexBufferBase.get(), | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							m_quadIndex * vertexPerQuad * sizeof(CubemapVertex)); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						bind(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Render
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						bool depthTest = RenderCommand::depthTest(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						RenderCommand::setDepthTest(false); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						RenderCommand::setDepthTest(depthTest); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						unbind(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void RendererCubemap::startBatch() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_quadIndex = 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexBufferPtr = m_vertexBufferBase.get(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_textureUnitIndex = 1; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					void RendererCubemap::nextBatch() | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					{ | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						flush(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						startBatch(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					// -----------------------------------------
 | 
					 | 
					 | 
					 | 
					// -----------------------------------------
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					RendererCharacter::RendererCharacter(s) | 
					 | 
					 | 
					 | 
					RendererCharacter::RendererCharacter(s) | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
					 | 
					@ -440,30 +396,16 @@ RendererCharacter::RendererCharacter(s) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// ---------------------------------
 | 
					 | 
					 | 
					 | 
						// ---------------------------------
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Create array for storing quads vertices
 | 
					 | 
					 | 
					 | 
						// Create array for storing quads vertices
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexBufferBase = std::make_unique<CharacterVertex[]>(vertexCount); | 
					 | 
					 | 
					 | 
						m_vertexBufferBase = new CharacterVertex[maxVertices]; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						m_vertexBufferPtr = m_vertexBufferBase.get(); | 
					 | 
					 | 
					 | 
						m_vertexBufferPtr = m_vertexBufferBase; | 
				
			
			
				
				
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Generate indices
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						uint32_t* indices = new uint32_t[indexCount]; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						uint32_t offset = 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						for (uint32_t i = 0; i < indexCount; i += indexPerQuad) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 0] = offset + 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 1] = offset + 1; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 2] = offset + 2; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 3] = offset + 2; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 4] = offset + 3; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							indices[i + 5] = offset + 0; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							offset += vertexPerQuad; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						} | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// GPU
 | 
					 | 
					 | 
					 | 
						// GPU
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// ---------------------------------
 | 
					 | 
					 | 
					 | 
						// ---------------------------------
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
						m_enableDepthBuffer = false; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						// Create vertex buffer
 | 
					 | 
					 | 
					 | 
						// Create vertex buffer
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CharacterVertex) * vertexCount); | 
					 | 
					 | 
					 | 
						auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CharacterVertex) * maxVertices); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						vertexBuffer->setLayout({ | 
					 | 
					 | 
					 | 
						vertexBuffer->setLayout({ | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
							{ BufferElementType::Vec3, "a_position" }, | 
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							{ BufferElementType::Vec3, "a_position" }, | 
				
			
			
		
	
		
		
			
				
					
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							{ BufferElementType::Vec4, "a_color" }, | 
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							{ BufferElementType::Vec4, "a_color" }, | 
				
			
			
		
	
	
		
		
			
				
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					@ -478,32 +420,13 @@ RendererCharacter::RendererCharacter(s) | 
				
			
			
		
	
		
		
			
				
					
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						}); | 
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						}); | 
				
			
			
		
	
		
		
			
				
					
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						m_vertexArray->addVertexBuffer(vertexBuffer); | 
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						m_vertexArray->addVertexBuffer(vertexBuffer); | 
				
			
			
		
	
		
		
			
				
					
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						// Create index buffer
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						auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount); | 
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						m_vertexArray->setIndexBuffer(indexBuffer); | 
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						delete[] indices; | 
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						ruc::info("RendererCharacter initialized"); | 
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						ruc::info("RendererCharacter initialized"); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					RendererCharacter::~RendererCharacter() | 
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					{ | 
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						Renderer::destroy(); | 
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					} | 
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					void RendererCharacter::beginScene() | 
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					{ | 
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					} | 
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					void RendererCharacter::endScene() | 
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					{ | 
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						nextBatch(); | 
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					} | 
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					void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture) | 
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					void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture) | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
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					{ | 
				
			
			
		
	
		
		
			
				
					
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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 >= quadCount) { | 
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						if (m_quadIndex >= maxQuads) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							nextBatch(); | 
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							nextBatch(); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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					| 
						
							
								
							
						
						
							
								
							
						
						
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					@ -534,40 +457,4 @@ void RendererCharacter::loadShader() | 
				
			
			
		
	
		
		
			
				
					
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						m_shader = ShaderManager::the().load("assets/glsl/batch-font"); | 
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						m_shader = ShaderManager::the().load("assets/glsl/batch-font"); | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
		
		
			
				
					
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					void RendererCharacter::flush() | 
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					{ | 
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						if (m_quadIndex == 0) { | 
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							return; | 
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						} | 
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						// Upload vertex data to GPU
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						m_vertexArray->getVertexBuffers().at(0)->uploadData( | 
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							m_vertexBufferBase.get(), | 
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							m_quadIndex * vertexPerQuad * sizeof(CharacterVertex)); | 
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						bind(); | 
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						// Render
 | 
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						bool depthTest = RenderCommand::depthTest(); | 
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						RenderCommand::setDepthTest(false); | 
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						RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad); | 
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						RenderCommand::setDepthTest(depthTest); | 
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						unbind(); | 
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					} | 
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					void RendererCharacter::startBatch() | 
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					{ | 
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					 | 
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						m_quadIndex = 0; | 
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					 | 
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					 | 
						m_vertexBufferPtr = m_vertexBufferBase.get(); | 
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						m_textureUnitIndex = 1; | 
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					} | 
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					void RendererCharacter::nextBatch() | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					{ | 
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					 | 
					 | 
					 | 
						flush(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
						startBatch(); | 
					 | 
					 | 
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					 | 
					 | 
					 | 
					} | 
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					 | 
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 | 
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					 | 
					 | 
					 | 
					} // namespace Inferno
 | 
					 | 
					 | 
					 | 
					} // namespace Inferno
 | 
				
			
			
		
	
	
		
		
			
				
					| 
						
						
						
					 | 
					 | 
					
  |