Начинаю добавлять управление камерой. (Сейчас только её позиция)
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@@ -50,6 +50,7 @@ public:
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object->SetActorLocate(loc);
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object->SetActorRotate(rot);
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static_cast<Actor*>(object)->world_ = this;
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static_cast<Actor*>(object)->name_ = name;
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actors_map.try_emplace(name, object);
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return object;
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}
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@@ -77,7 +78,11 @@ public:
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template<class T>
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std::weak_ptr<T> GetActorByID(const std::string& id)
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{
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return actors_map[id];
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auto it = actors_map.find(id);
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if (it == actors_map.end() || it->second == nullptr)
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return {};
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return std::static_pointer_cast<T>(it->second);
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}
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};
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@@ -13,5 +13,5 @@ template<class T> struct Meta;
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// Enum type classes
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enum class Classes
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{
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IRTTI, IResource, Actor, TestActor, Mesh, StaticMesh, World, TestWorld
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IRTTI, IResource, Actor, World, Mesh, StaticMesh, Camera, TestWorld, TestActor
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};
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@@ -3,8 +3,33 @@
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"dtime": 5.000000,
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"Parent parameters": {
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"Class name":"World",
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"vsActorsIDs": ["TestMesh1","TestMesh2"],
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"vsActorsIDs": ["MainCamera", "TestMesh1","TestMesh2"],
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"loActors": [
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{
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"Class name": "Camera",
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"Parent parameters": {
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"Class name":"Actor",
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"oloc": {
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"Class name":"Vector3D",
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"dx":2.0,
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"dy":2.0,
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"dz":2.0
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},
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"orot": {
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"Class name":"Vector3D",
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"dx":0.0,
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"dy":0.0,
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"dz":0.0
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},
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"oscale": {
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"Class name": "Vector3D",
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"dx": 1.0,
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"dy": 1.0,
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"dz": 1.0
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},
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"tags":[]
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}
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},
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{
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"Class name": "StaticMesh",
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"Parent parameters": {
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@@ -1,9 +1,11 @@
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#include "Game/ObjectFactory.hpp"
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#include "../Actors/TestActor.h"
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#include "Game/Actors/Camera.hpp"
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#include "Game/Actors/Mesh/StaticMesh.hpp"
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FACTORIES_LIST{
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GENERATE_FACTORY_OBJECT(StaticMesh)
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GENERATE_FACTORY_OBJECT(TestActor)
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GENERATE_FACTORY_OBJECT(Camera)
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};
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@@ -1,6 +1,7 @@
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#include "TestWorld.h"
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#include "Game/GameInstance.hpp"
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#include "Game/Actors/Camera.hpp"
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#include "Game/SaveMap/SaveMap.hpp"
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#include "Log/Log.hpp"
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#include "Game/Actors/Mesh/Mesh.hpp"
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@@ -16,12 +17,19 @@ void TestWorld::BeginPlay()
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{
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Loging::Log("Load actor: " + i.lock()->GetName());
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}
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GetActorsByClass<Camera>()[0].lock()->SetActive();
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}
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void TestWorld::Tick(double delta_time)
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{
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World::Tick(delta_time);
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static double time1 = 0.0;
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time1 += delta_time;
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double delta = sin(time1);
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GetActorsByClass<Camera>()[0].lock()->SetActorLocate(Vector3D{2 + delta, 2 + delta, 2 + delta});
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time += delta_time;
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if (time >= 10.0)
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{
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@@ -0,0 +1,27 @@
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#include "Camera.hpp"
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#include "../../RenderEngine/UwURenderEngine.hpp"
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#include "Core/CoreInstance.hpp"
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#include "Game/GameInstance.hpp"
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#include "Game/SaveMap/SaveMap.hpp"
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#include "Game/World/World.hpp"
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Camera::Camera()
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{
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SetType(Classes::Camera);
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}
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std::shared_ptr<SaveMap> Camera::save()
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{
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return std::make_shared<SaveMap>("Camera")->connect_to(Actor::save());
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}
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void Camera::load(std::shared_ptr<SaveMap> save)
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{
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Actor::load(save->getParent());
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}
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void Camera::SetActive() const noexcept
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{
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GET_RENDER_ENGINE->SetActiveCamera(GetWorld()->GetActorByID<Camera>(GetName()));
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}
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@@ -0,0 +1,16 @@
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#pragma once
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#include "RTTI_Meta.h"
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#include "Game/Actors/Actor.hpp"
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GENERATE_META(Camera)
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class Camera : public Actor
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{
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public:
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Camera();
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std::shared_ptr<SaveMap> save() override;
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void load(std::shared_ptr<SaveMap> save) override;
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void SetActive() const noexcept;
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};
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@@ -24,7 +24,7 @@ void StaticMesh::load(std::shared_ptr<SaveMap> save)
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void StaticMesh::load_model(const std::string& model_name)
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{
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model_name_ = model_name;
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model_ = static_cast<UwURenderEngine*>(GetWorld()->GetGameInstance().GetCore().GetRenderEngine())->GetModelManager()->LoadModel(model_name);
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model_ = GET_RENDER_ENGINE->GetModelManager()->LoadModel(model_name);
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SetModelName(model_name);
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}
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@@ -32,5 +32,5 @@ void StaticMesh::OnDestroy()
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{
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Mesh::OnDestroy();
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static_cast<UwURenderEngine*>(GetWorld()->GetGameInstance().GetCore().GetRenderEngine())->GetModelManager()->FreeModel(model_name_);
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GET_RENDER_ENGINE->GetModelManager()->FreeModel(model_name_);
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}
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@@ -9,6 +9,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include "GPU_GarbageCollector.h"
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#include "../Game/Actors/Camera.hpp"
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#include "Core/CoreInstance.hpp"
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#include "Log/Log.hpp"
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@@ -870,12 +871,20 @@ void UwURenderEngine::record_command_buffer(VkCommandBuffer command_buffer, uint
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void UwURenderEngine::update_uniform_buffer(uint32_t current_frame) const
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{
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glm::vec3 eye{0, 0, 0};
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if (active_camera_.expired() == false)
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{
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std::shared_ptr<Camera> camera = active_camera_.lock();
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Vector3D loc = camera->GetActorLocate();
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eye = {loc.x, loc.y, loc.z};
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}
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static auto start_time = std::chrono::high_resolution_clock::now();
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auto current_time = std::chrono::high_resolution_clock::now();
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float time = std::chrono::duration_cast<std::chrono::duration<float>>(current_time - start_time).count();
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UniformBufferObject ubo;
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ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.view = glm::lookAt(glm::vec3(2.0f, 2.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.view = glm::lookAt(eye, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.proj = glm::perspective(glm::radians(45.0f), static_cast<float>(swapchain_extent_.width) / static_cast<float>(swapchain_extent_.height), 0.1f, 256.0f);
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ubo.proj[1][1] *= -1;
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memcpy(uniform_buffers_mapped_[current_frame], &ubo, sizeof(ubo));
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@@ -1062,3 +1071,9 @@ void UwURenderEngine::stop_render() const
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if (!glfwWindowShouldClose(get_window()))
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glfwSetWindowShouldClose(get_window(), true);
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}
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void UwURenderEngine::SetActiveCamera(std::weak_ptr<Camera> camera)
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{
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std::scoped_lock lock(m_active_camera_);
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active_camera_ = camera;
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}
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@@ -8,10 +8,14 @@
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#include <memory>
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#define GLM_FORCE_RADIANS
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#include <mutex>
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#include <glm/glm.hpp>
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class Camera;
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class GPU_GarbageCollector;
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#define GET_RENDER_ENGINE static_cast<UwURenderEngine*>(GetWorld()->GetGameInstance().GetCore().GetRenderEngine())
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class UwURenderEngine : public RenderEngineBase
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{
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struct QueueFamilyIndices
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@@ -62,6 +66,8 @@ class UwURenderEngine : public RenderEngineBase
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CoreInstance& core_;
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std::shared_ptr<ModelManager> model_manager_;
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std::shared_ptr<GPU_GarbageCollector> garbage_collector_;
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std::weak_ptr<Camera> active_camera_;
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std::mutex m_active_camera_;
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VkInstance instance_ = VK_NULL_HANDLE;
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VkSurfaceKHR surface_ = VK_NULL_HANDLE;
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@@ -142,4 +148,6 @@ public:
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void stop_render() const override;
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std::shared_ptr<ModelManager> GetModelManager() const { return model_manager_; }
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void SetActiveCamera(std::weak_ptr<Camera> camera);
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};
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