Rendering pipeline fixes across the board and base work on refactored editor
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@@ -31,15 +31,6 @@ public:
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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::Camera* Camera() const { return m_Camera; }
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void SetCamera(::Camera* camera)
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{
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if (camera == nullptr) {
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m_Camera = m_DefaultCamera;
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} else {
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m_Camera = camera;
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}
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}
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virtual void Initialize() = 0;
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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@@ -54,8 +45,6 @@ protected:
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int m_GLVersion[2];
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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::Camera* m_DefaultCamera;
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::Camera* m_Camera = nullptr;
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};
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#endif // Renderer_h__
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