First render.
This commit is contained in:
@ -6,6 +6,8 @@
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Camera.cpp
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Material.cpp
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MeshRenderer.cpp
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)
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)
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# Subdirs
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add_subdirectory(material)
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@ -51,7 +51,9 @@ glm::mat4 Camera::getProjection() {
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}
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float_t Camera::getAspect() {
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return 1.0f;
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auto rt = this->getRenderTarget();
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if(rt == nullptr) rt = getGame()->renderHost.getBackBufferRenderTarget();
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return rt->getWidth() / rt->getHeight();
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}
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void Camera::setRenderTarget(std::shared_ptr<RenderTarget> renderTarget) {
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159
src/dawn/component/display/IRenderableComponent.hpp
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159
src/dawn/component/display/IRenderableComponent.hpp
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@ -0,0 +1,159 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "game/Game.hpp"
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#include "scene/Scene.hpp"
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#include "display/mesh/Mesh.hpp"
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#include "display/shader/Shader.hpp"
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#include "component/display/Camera.hpp"
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#include "component/display/MeshRenderer.hpp"
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namespace Dawn {
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struct IRenderPass {
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public:
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std::shared_ptr<Mesh> mesh;
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/**
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* Binds the shader for this render pass.
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*/
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virtual void bind() = 0;
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/**
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* Sets the data for this render pass to the shader.
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*/
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virtual void setData() = 0;
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/**
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* Uploads the data to the GPU.
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*/
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virtual void upload() = 0;
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/**
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* Draws the mesh for this render pass.
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*/
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virtual void draw() = 0;
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/**
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* Cleans up the render pass.
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*/
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virtual ~IRenderPass() { }
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};
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template<class S, typename D>
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struct RenderPass : public IRenderPass {
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private:
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std::shared_ptr<S> shader;
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const D data;
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std::shared_ptr<Mesh> mesh;
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const enum MeshDrawMode drawMode;
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const int32_t indiceStart;
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const int32_t indiceCount;
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public:
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/**
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* Constructs a new RenderPass.
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*
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* @param self Self component instance that is creating this render pass.
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* @param d The data to use for this render pass.
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* @param mesh The mesh to use for this render pass.
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* @param drawMode The draw mode to use for this render pass.
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* @param indiceStart The indice to start drawing from.
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* @param indiceCount The number of indices to draw.
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*/
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RenderPass(
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SceneComponent &self,
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const D d,
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const std::shared_ptr<Mesh> mesh,
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const enum MeshDrawMode drawMode,
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const int32_t indiceStart,
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const int32_t indiceCount
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) :
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data(d),
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mesh(mesh),
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drawMode(drawMode),
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indiceStart(indiceStart),
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indiceCount(indiceCount)
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{
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//Get the shader
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shader = (
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self.getGame()->renderHost.shaderManager.getShader<S>()
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);
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assertNotNull(shader, "Shader cannot be null!");
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// Need mesh?
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if(!this->mesh) {
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auto meshRenderer = self.getItem()->getComponent<MeshRenderer>();
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if(meshRenderer) this->mesh = meshRenderer->mesh;
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}
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}
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void bind() override {
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shader->bind();
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}
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void setData() override {
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shader->setData(data);
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}
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void upload() override {
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shader->upload();
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}
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void draw() override {
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if(mesh) {
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mesh->draw(drawMode, indiceStart, indiceCount);
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}
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}
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};
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struct RenderPassContext {
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std::shared_ptr<Game> game;
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std::shared_ptr<Scene> scene;
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std::shared_ptr<Camera> camera;
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std::shared_ptr<RenderTarget> renderTarget;
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};
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class IRenderableComponent {
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public:
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/**
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* Retreive the list of render passes for this component.
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*
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* @param ctx Context for the render pass.
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* @return List of render passes.
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*/
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virtual std::vector<std::shared_ptr<IRenderPass>> getPasses(
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struct RenderPassContext &ctx
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) = 0;
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};
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/**
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* Short-hand function to create a render pass.
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*
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* @tparam S Shader type.
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* @tparam D Shader's data type
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* @param self Instance of the IRenderableComponent that is creating the pass.
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* @param data Data to use for the render pass.
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* @return Created render pass.
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*/
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template<class S, typename D>
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std::shared_ptr<struct IRenderPass> createRenderPass(
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SceneComponent &self,
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const D data,
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const std::shared_ptr<Mesh> mesh = nullptr,
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const enum MeshDrawMode drawMode = MeshDrawMode::TRIANGLES,
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int32_t indiceStart = 0,
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int32_t indiceCount = -1
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) {
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return std::make_shared<struct RenderPass<S,D>>(
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self,
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data,
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mesh,
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drawMode,
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indiceStart,
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indiceCount
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);
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}
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}
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10
src/dawn/component/display/material/CMakeLists.txt
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10
src/dawn/component/display/material/CMakeLists.txt
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@ -0,0 +1,10 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Material.cpp
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SimpleTexturedMaterial.cpp
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)
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@ -5,9 +5,15 @@
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#pragma once
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#include "scene/SceneComponent.hpp"
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#include "component/display/IRenderableComponent.hpp"
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namespace Dawn {
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class Material : public SceneComponent {
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class Material :
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public SceneComponent,
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public IRenderableComponent
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{
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protected:
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public:
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void onInit() override;
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void onDispose() override;
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@ -0,0 +1,32 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "SimpleTexturedMaterial.hpp"
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using namespace Dawn;
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struct Color SimpleTexturedMaterial::getColor() {
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return this->data.color;
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}
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void SimpleTexturedMaterial::setColor(struct Color color) {
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this->data.color = color;
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}
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std::vector<std::shared_ptr<IRenderPass>> SimpleTexturedMaterial::getPasses(
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struct RenderPassContext &ctx
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) {
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this->data.model = this->getItem()->getWorldTransform();
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this->data.projection = ctx.camera->getProjection();
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this->data.view = ctx.camera->getItem()->getWorldTransform();
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this->data.color = COLOR_RED;
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return {
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createRenderPass<SimpleTexturedShader, struct SimpleTexturedShaderData>(
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*this,
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data
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)
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};
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}
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@ -0,0 +1,32 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "component/display/material/Material.hpp"
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#include "display/shader/SimpleTexturedShader.hpp"
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namespace Dawn {
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class SimpleTexturedMaterial : public Material {
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private:
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struct SimpleTexturedShaderData data;
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public:
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/**
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* Returns the color of this material.
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*/
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struct Color getColor();
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/**
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* Sets the color of this material.
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*
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* @param color The color to set.
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*/
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void setColor(struct Color color);
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std::vector<std::shared_ptr<IRenderPass>> getPasses(
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struct RenderPassContext &ctx
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) override;
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};
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}
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