Even more shared pointers.
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@ -10,7 +10,7 @@ using namespace Dawn;
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Camera::Camera(SceneItem *item) :
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SceneItemComponent(item),
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renderTarget(item->scene->game->renderManager.getBackBuffer()),
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renderTarget(item->scene->game->renderManager->getBackBuffer()),
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fov(0.785398f),// 45 degrees,
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type(CAMERA_TYPE_PERSPECTIVE),
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orthoLeft(-0.5f),
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@ -12,5 +12,5 @@ Material::Material(SceneItem *item) : SceneItemComponent(item) {
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}
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ShaderManager & Material::getShaderManager() {
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return *this->getGame()->renderManager.getShaderManager();
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return *this->getGame()->renderManager->getShaderManager();
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}
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@ -10,7 +10,7 @@ namespace Dawn {
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class SubSceneController : public SceneItemComponent {
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public:
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// @optional
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Scene *subScene = nullptr;
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std::shared_ptr<Scene> subScene = nullptr;
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// @optional
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bool_t onlyUpdateUnpaused = false;
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@ -33,7 +33,7 @@ float_t UIBorder::getChildOffsetY() {
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std::vector<struct ShaderPassItem> UIBorder::getUIRenderPasses() {
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struct ShaderPassItem item;
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auto shader = getGame()->renderManager.uiShader;
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auto shader = getGame()->renderManager->uiShader;
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item.shader = shader;
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item.colorValues[shader->paramColor] = COLOR_WHITE;
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item.parameterBuffers[shader->bufferUiCanvas] = &this->getCanvas()->shaderBuffer;
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@ -14,9 +14,12 @@ UIComponentRenderable::UIComponentRenderable(SceneItem *i) : UIComponent(i) {
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std::vector<struct ShaderPassItem> UIComponentRenderable::getRenderPasses(
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struct IRenderableContext &context
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) {
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auto renderManager = context.renderPipeline->renderManager.lock();
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assertNotNull(renderManager, "RenderManager cannot be null");
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if(
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context.camera->getRenderTarget() !=
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context.renderPipeline->renderManager->getBackBuffer()
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renderManager->getBackBuffer()
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) {
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auto canvas = this->getCanvas();
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if(canvas->drawType == UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE) return {};
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@ -28,7 +28,7 @@ float_t UIImage::getContentHeight() {
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std::vector<struct ShaderPassItem> UIImage::getUIRenderPasses() {
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struct ShaderPassItem item;
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auto shader = getGame()->renderManager.uiShader;
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auto shader = getGame()->renderManager->uiShader;
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item.shader = shader;
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item.colorValues[shader->paramColor] = this->color;
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item.parameterBuffers[shader->bufferUiCanvas] = &getCanvas()->shaderBuffer;
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@ -27,7 +27,7 @@ float_t UIMesh::getContentHeight() {
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std::vector<struct ShaderPassItem> UIMesh::getUIRenderPasses() {
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struct ShaderPassItem item;
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auto shader = getGame()->renderManager.uiShader;
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auto shader = getGame()->renderManager->uiShader;
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item.shader = shader;
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item.colorValues[shader->paramColor] = this->color;
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item.parameterBuffers[shader->bufferUiCanvas] = &getCanvas()->shaderBuffer;
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@ -87,7 +87,7 @@ std::vector<struct ShaderPassItem> UILabel::getUIRenderPasses() {
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if(this->textsBuffered.empty()) return {};
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auto canvas = this->getCanvas();
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auto shader = getGame()->renderManager.fontShader;
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auto shader = getGame()->renderManager->fontShader;
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// Translate
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glm::mat4 model = transform->getWorldTransform();
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