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