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This now splits up the rendering system into sensible parts, and makes it easier to switch between the simple renderer and the new experimental one. Lots of refactors I needed to do for a while are now done, too.
31 lines
No EOL
645 B
C++
31 lines
No EOL
645 B
C++
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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#include <QWindow>
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#include "imgui.h"
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#include "mdlpart.h"
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class VulkanWindow : public QWindow
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{
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public:
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VulkanWindow(MDLPart *part, RenderManager *renderer, QVulkanInstance *instance);
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void exposeEvent(QExposeEvent *) override;
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bool event(QEvent *e) override;
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void render();
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std::vector<DrawObject> models;
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bool freeMode = false;
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private:
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bool m_initialized = false;
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RenderManager *m_renderer;
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QVulkanInstance *m_instance;
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MDLPart *part;
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bool pressed_keys[4] = {};
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}; |