end of current renderer refactor: move some more repetetive code into functions
See the last few commits, while still pretty big, the renderer become a lot more readable.
Ramblings about hobbyist game development
end of current renderer refactor: move some more repetetive code into functions
See the last few commits, while still pretty big, the renderer become a lot more readable.
Further renderer refactoring: another 80 lines down
Not get a good day to be redundant renderer code.
Add renamed compiled shader files
The source file names were brought in line long ago, but now the compiled byte code.
Silence paranoid validation layer warning on integrated GPUs and fix warning when resizing windows
Really not pretty, but it gets the job done:
more refactoring in the renderer: get rid of more boilerplate code
Even more of the same!
Renderer refactoring WiP
More of the same! Yay!
further optimise repetitive code
This makes better use of the recent refactoring.
use raw pointers for the pipelines
This was, if I remember correctly, in order to make it plug a memory leak.
Remove redunant code from the renderer and make things more generic (sic)
This moves all the render pipelines that have been class members into a std::map so that we can iterate over them, this makes it a lot easier to get rid of some code duplication.
It also introduces a FileReader class which is only used for now to read the shader code. Before that, that same code was on the renderer itself since the beginnings of (OLives) times, where it obviously did not belong.
move the bottom bar (main ui) display logic to its own class
So far the code was directly in the InterfaceManager which instantiated and controlled a vanilla RowContainer class. That logic has been moved into the new BottomBar class, which inherits from the RowContainer and adds its custom logic on top.