Created and implemented scenemanager, include cleanup, fixed winbuild?

This commit is contained in:
2025-04-14 23:53:31 +02:00
parent f8ab161270
commit b5b0ae464c
17 changed files with 346 additions and 266 deletions

View File

@@ -3,7 +3,6 @@
#include <EASTL/array.h>
#include <EASTL/vector.h>
#include <cstdint>
#include <psyqo/bump-allocator.hh>
#include <psyqo/fragments.hh>
#include <psyqo/gpu.hh>
@@ -25,7 +24,8 @@ class Renderer final {
Renderer(const Renderer&) = delete;
Renderer& operator=(const Renderer&) = delete;
// FIXME: I have no idea how to precompute the required sizes of these. It would be best to allocate them based on the scene
// FIXME: I have no idea how to precompute the required sizes of these. It would be best to allocate them based on
// the scene
static constexpr size_t ORDERING_TABLE_SIZE = 2048 * 3;
static constexpr size_t BUMP_ALLOCATOR_SIZE = 8096 * 24;
@@ -33,7 +33,6 @@ class Renderer final {
void SetCamera(Camera& camera);
void Render(eastl::vector<GameObject*>& objects);
void RenderNavmeshPreview(psxsplash::Navmesh navmesh, bool isOnMesh);
@@ -61,8 +60,8 @@ class Renderer final {
psyqo::Color m_clearcolor = {.r = 0, .g = 0, .b = 0};
void recursiveSubdivideAndRender(Tri &tri, eastl::array<psyqo::Vertex, 3> &projected, int zIndex,
int maxIterations);
void recursiveSubdivideAndRender(Tri& tri, eastl::array<psyqo::Vertex, 3>& projected, int zIndex,
int maxIterations);
};
} // namespace psxsplash