2D scene rendering + image loading #15
@@ -66,6 +66,14 @@ struct SpriteComponent {
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// Higher draws on top. Ties are broken by the transform's position.z.
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s32 sortOrder = 0;
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// Maps the unit quad (0, 0)-(1, 1) to world space: to the sprite's
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// rectangle around its pivot, then by `transform`.
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glm::mat4 getModel(const TransformComponent& transform) const {
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return transform.mat4() *
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glm::translate(glm::mat4{1.f}, glm::vec3{-pivot * size, 0.f}) *
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glm::scale(glm::mat4{1.f}, glm::vec3{size, 1.f});
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}
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};
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struct CameraComponent {
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@@ -98,6 +106,15 @@ struct CameraComponent {
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return glm::ortho(-halfWidth, halfWidth, -halfHeight, halfHeight,
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ortho.nearPlane, ortho.farPlane);
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}
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// World -> clip space for this camera placed by `transform`. The view
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// ignores the transform's scale; zoom is the projection's job.
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glm::mat4 getViewProjection(const TransformComponent& transform,
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float aspect) const {
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glm::mat4 world = glm::translate(glm::mat4{1.f}, transform.position) *
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glm::mat4_cast(transform.rotation);
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return getProjection(aspect) * glm::inverse(world);
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}
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};
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} // namespace sophia
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@@ -19,6 +19,8 @@ class SceneRegistry {
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const Scene& get(SceneHandle handle) const { return pool.get(handle); }
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Scene& get(SceneHandle handle) { return pool.get(handle); }
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const Scene& peek(SceneHandle handle) const { return pool.get(handle); }
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void release(SceneHandle handle) { pool.release(handle); }
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bool isAlive(SceneHandle handle) const { return pool.isAlive(handle); }
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@@ -35,6 +35,10 @@ class SceneViewRegistry {
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return pool.get(handle);
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}
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const SceneView& peek(SceneViewHandle handle) const {
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return pool.get(handle);
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}
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void release(SceneViewHandle handle) {
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isRenderQueueDirty = true;
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pool.release(handle);
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@@ -6,6 +6,7 @@
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#include <cstddef>
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#include <glm/glm.hpp>
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#include <map>
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#include <set>
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#include <sophia/application.hpp>
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#include <sophia/util/logger.hpp>
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#include <string>
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@@ -87,11 +88,12 @@ class Application::Impl {
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PanelRegistry& panelRegistry = this->application.panelRegistry;
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SceneRegistry& sceneRegistry = this->application.sceneRegistry;
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SceneViewRegistry& sceneViewRegistry = this->application.sceneViewRegistry;
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const SceneViewRegistry& sceneViewRegistryConst =
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this->application.sceneViewRegistry;
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imguiRenderer.setDefaultLayout(panelRegistry.getDefaultLayout());
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// Views already warned about having no camera, so each warns once.
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std::set<SceneViewHandle> viewsWithoutCamera;
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auto startTime = std::chrono::high_resolution_clock::now();
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auto currentTime = startTime;
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u32 frameIndex = 0;
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@@ -148,8 +150,8 @@ class Application::Impl {
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graph.importImage(renderContext.getCurrentImage(), Access::Present);
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std::map<RenderTargetHandle, ImageRef> viewTargets;
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for (SceneViewHandle handle : sceneViewRegistryConst.GetRenderQueue()) {
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const SceneView& view = sceneViewRegistryConst.get(handle);
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for (SceneViewHandle handle : sceneViewRegistry.GetRenderQueue()) {
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const SceneView& view = sceneViewRegistry.peek(handle);
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if (!sceneRegistry.isAlive(view.scene) ||
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!renderTargetPool.isAlive(view.target)) {
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continue;
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@@ -172,12 +174,23 @@ class Application::Impl {
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: vk::AttachmentLoadOp::eLoad,
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{color.r, color.g, color.b, color.a});
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},
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[&sceneRenderer, &sceneViewRegistryConst,
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handle](vk::CommandBuffer commandBuffer) {
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const SceneView& view = sceneViewRegistryConst.get(handle);
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if (view.camera) {
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sceneRenderer.render(commandBuffer, view);
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[&sceneRenderer, &sceneRegistry, &sceneViewRegistry,
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&viewsWithoutCamera, handle](vk::CommandBuffer commandBuffer) {
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const SceneView& view = sceneViewRegistry.peek(handle);
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Entity camera =
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view.camera ? view.camera
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: sceneRegistry.get(view.scene).getActiveCamera();
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// No camera to look through: the target is just cleared.
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if (!camera) {
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if (viewsWithoutCamera.insert(handle).second) {
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log::warning(
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"scene view has no camera and its scene has no active "
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"camera; it will only be cleared (see "
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"Scene::createCamera)");
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}
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return;
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}
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sceneRenderer.render(commandBuffer, view, camera);
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});
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}
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@@ -14,19 +14,13 @@ SceneRenderer::SceneRenderer(const SceneRegistry& sceneRegistry,
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resources{resources},
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spriteRenderSystem{device, colorFormat, resources} {}
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SceneRenderer::~SceneRenderer() {}
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void SceneRenderer::beginFrame(u32 frameIndex) {
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this->spriteRenderSystem.beginFrame(frameIndex);
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}
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void SceneRenderer::render(vk::CommandBuffer commandBuffer,
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const SceneView& sceneView) {
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const Scene& scene = this->sceneRegistry.get(sceneView.scene);
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const entt::registry& registry = scene.registry;
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entt::entity camera = sceneView.camera;
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SOPHIA_ASSERT(registry.all_of<CameraComponent>(camera),
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const SceneView& sceneView, Entity camera) {
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SOPHIA_ASSERT(camera.hasComponent<CameraComponent>(),
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"camera does not have camera component!");
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vk::Extent2D extent =
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@@ -34,17 +28,12 @@ void SceneRenderer::render(vk::CommandBuffer commandBuffer,
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float aspect =
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static_cast<float>(extent.width) / static_cast<float>(extent.height);
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// The view matrix ignores the camera's scale; zoom is the projection's job.
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glm::mat4 cameraWorld{1.f};
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if (const auto* transform = registry.try_get<TransformComponent>(camera)) {
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cameraWorld = glm::translate(glm::mat4{1.f}, transform->position) *
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glm::mat4_cast(transform->rotation);
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}
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glm::mat4 viewProjection =
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registry.get<CameraComponent>(camera).getProjection(aspect) *
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glm::inverse(cameraWorld);
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camera.getComponent<CameraComponent>().getViewProjection(
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camera.getComponent<TransformComponent>(), aspect);
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renderSprites(commandBuffer, scene, viewProjection);
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renderSprites(commandBuffer, this->sceneRegistry.get(sceneView.scene),
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viewProjection);
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// TODO: meshes. Group MeshComponent entities by mesh and draw each group
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// (instanced), as sprites are grouped by texture.
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@@ -53,8 +42,7 @@ void SceneRenderer::render(vk::CommandBuffer commandBuffer,
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void SceneRenderer::renderSprites(vk::CommandBuffer commandBuffer,
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const Scene& scene,
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const glm::mat4& viewProjection) {
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std::vector<SpriteDrawItem>& items = this->spriteDrawItems;
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items.clear();
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this->spriteDrawItems.clear();
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auto view =
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scene.registry.view<const TransformComponent, const SpriteComponent>();
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@@ -63,28 +51,22 @@ void SceneRenderer::renderSprites(vk::CommandBuffer commandBuffer,
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? sprite.texture
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: this->resources.whiteTexture;
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// Unit quad -> sprite rectangle around its pivot -> world.
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glm::mat4 model =
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transform.mat4() *
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glm::translate(glm::mat4{1.f},
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glm::vec3{-sprite.pivot * sprite.size, 0.f}) *
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glm::scale(glm::mat4{1.f}, glm::vec3{sprite.size, 1.f});
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items.push_back({sprite.sortOrder,
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this->spriteDrawItems.push_back(
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{sprite.sortOrder,
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transform.position.z,
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texture,
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{model, sprite.color, sprite.uvRect}});
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{sprite.getModel(transform), sprite.color, sprite.uvRect}});
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}
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// Texture is the last key so that sprites whose order doesn't matter
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// relative to each other still end up in as few batches as possible.
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std::ranges::sort(items, {}, [](const SpriteDrawItem& item) {
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std::ranges::sort(this->spriteDrawItems, {}, [](const SpriteDrawItem& item) {
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return std::tuple{item.sortOrder, item.depth, item.texture};
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});
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this->spriteInstances.clear();
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this->spriteBatches.clear();
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for (const SpriteDrawItem& item : items) {
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for (const SpriteDrawItem& item : this->spriteDrawItems) {
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auto index = static_cast<u32>(this->spriteInstances.size());
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this->spriteInstances.push_back(item.instance);
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@@ -21,14 +21,15 @@ class SceneRenderer {
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SceneRenderer(const SceneRegistry& sceneRegistry, ResourceRegistry& resources,
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Device& device, vk::Format colorFormat);
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~SceneRenderer();
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// Call once per frame, before any render().
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void beginFrame(u32 frameIndex);
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// Records `sceneView` into `commandBuffer`. Rendering into the view's
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// target must already have begun.
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void render(vk::CommandBuffer commandBuffer, const SceneView& sceneView);
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// Records `sceneView` as seen through `camera` (an entity of the view's
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// scene with a CameraComponent) into `commandBuffer`. Rendering into the
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// view's target must already have begun.
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void render(vk::CommandBuffer commandBuffer, const SceneView& sceneView,
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Entity camera);
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private:
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struct SpriteDrawItem {
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Block a user