Part one - removed references and smart pointers
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@@ -1,72 +1,72 @@
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// Copyright (c) 2022 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 "dawnlibs.hpp"
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#include "display/RenderManager.hpp"
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#include "scene/Scene.hpp"
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#include "scene/components/Components.hpp"
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#include "scene/components/ui/UICanvas.hpp"
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#include "ui/UIComponent.hpp"
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namespace Dawn {
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class RenderPipeline {
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public:
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RenderManager &renderManager;
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/**
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* Constructs a new RenderPipeline. Render Pipelines are my attempt to
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* create both a flexible, but standard way to allow the individual games
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* to decide how they want to render the common scene-item models.
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*
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* @param renderManager Parent render manager this pipeline belongs to.
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*/
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RenderPipeline(RenderManager &renderManager);
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/**
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* Initialize the render pipeline.
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*/
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virtual void init();
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/**
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* Renders the games' currently active scene, and all of its' cameras.
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*/
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virtual void render();
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/**
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* Render a specific scene, usually just called for the currently active
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* scene, but in future this could include sub-scenes.
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*
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* @param scene Scene to render.
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*/
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virtual void renderScene(Scene &scene);
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/**
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* Render a specific camera on a specific scene.
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*
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* @param scene Scene to render.
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* @param camera Camera within the scene to render.
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*/
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virtual void renderSceneCamera(Scene &scene, Camera &camera);
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/**
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* Renders a UI Canvas to the back buffer.
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*
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* @param scene Scene for the UI canvas.
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* @param camera Main backbuffer camera for the canvas.
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* @param canvas Canvas to render.
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*/
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virtual void renderUI(
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Scene &scene,
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Camera &camera,
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UICanvas &canvas
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);
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/**
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* Cleanup a render pipeline that has been initialized.
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*/
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virtual ~RenderPipeline();
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};
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// Copyright (c) 2022 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 "dawnlibs.hpp"
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#include "display/RenderManager.hpp"
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#include "scene/Scene.hpp"
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#include "scene/components/Components.hpp"
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#include "scene/components/ui/UICanvas.hpp"
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#include "ui/UIComponent.hpp"
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namespace Dawn {
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class RenderPipeline {
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public:
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RenderManager *renderManager;
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/**
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* Constructs a new RenderPipeline. Render Pipelines are my attempt to
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* create both a flexible, but standard way to allow the individual games
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* to decide how they want to render the common scene-item models.
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*
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* @param renderManager Parent render manager this pipeline belongs to.
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*/
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RenderPipeline(RenderManager *renderManager);
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/**
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* Initialize the render pipeline.
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*/
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virtual void init();
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/**
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* Renders the games' currently active scene, and all of its' cameras.
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*/
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virtual void render();
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/**
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* Render a specific scene, usually just called for the currently active
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* scene, but in future this could include sub-scenes.
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*
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* @param scene Scene to render.
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*/
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virtual void renderScene(Scene *scene);
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/**
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* Render a specific camera on a specific scene.
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*
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* @param scene Scene to render.
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* @param camera Camera within the scene to render.
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*/
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virtual void renderSceneCamera(Scene *scene, Camera *camera);
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/**
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* Renders a UI Canvas to the back buffer.
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*
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* @param scene Scene for the UI canvas.
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* @param camera Main backbuffer camera for the canvas.
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* @param canvas Canvas to render.
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*/
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virtual void renderUI(
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Scene *scene,
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Camera *camera,
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UICanvas *canvas
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);
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/**
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* Cleanup a render pipeline that has been initialized.
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*/
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virtual ~RenderPipeline();
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};
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}
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