First pass of new shader manager
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		@@ -6,6 +6,7 @@
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#pragma once
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#include "event/Event.hpp"
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#include "asset/Asset.hpp"
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#include "display/shader/ShaderManager.hpp"
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#include "scene/debug/SceneDebugLine.hpp"
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#include "physics/ScenePhysicsManager.hpp"
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#include "state/StateEvent.hpp"
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@@ -5,7 +5,7 @@
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/shader/ShaderManager.hpp"
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namespace Dawn {
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  class Material : public SceneItemComponent {
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@@ -6,7 +6,6 @@
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "UICanvas.hpp"
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#include "display/shader/Shader.hpp"
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#include "util/mathutils.hpp"
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namespace Dawn {
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@@ -29,7 +29,7 @@ std::vector<struct ShaderPassItem> UIImage::getPassItems(
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  glm::mat4 proj, glm::mat4 view
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) {
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  struct ShaderPassItem item;
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  auto shader = &getGame()->renderManager.uiShaderProgram;
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  auto shader = &getGame()->renderManager.uiShader->program;
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  item.shaderProgram = shader;
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  item.colorValues[shader->paramColor] = this->color;
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  item.matrixValues[shader->paramProjection] = proj;
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@@ -63,7 +63,7 @@ std::vector<struct ShaderPassItem> UILabel::getPassItems(
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  this->updateMesh();
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  struct ShaderPassItem item;
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  auto shader = &getGame()->renderManager.uiShaderProgram;
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  auto shader = &getGame()->renderManager.uiShader->program;
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  item.shaderProgram = shader;
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  item.colorValues[shader->paramColor] = textColor;
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  item.matrixValues[shader->paramProjection] = proj;
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@@ -6,7 +6,7 @@
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#pragma once
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#include "display/Color.hpp"
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#include "display/mesh/Mesh.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/shader/ShaderManager.hpp"
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#define SCENE_DEBUG_LINE_VERTICE_COUNT 2
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#define SCENE_DEBUG_LINE_INDICE_COUNT 2
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