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  | // dear imgui: Renderer Backend for Vulkan | |
| // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) | |
| // Implemented features: | |
| // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. | |
| // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). | |
| // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. | |
| // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. | |
| // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. | 
  
    
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  | PipelineBuilder builder{}; | |
| builder.SetShader(someShader); | |
| builder.SetRasterizer(vk::PolygonMode::eFill, vk::CullingModeFlagBits::eBack); // Specify filled polygons, with backface-culling | |
| // other functions | |
| // Create a pipeline from the builder | |
| VulkanPipeline somePipeline = builder.BuildGraphics(); | |
| // Now we can re-use the builder, change some properties and create a new pipeline | |
| builder.SetShader(someOtherShader); | 
  
    
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  | Scene* scene = new Scene(); | |
| Entity player = scene->CreateEntity("Player"); | |
| player.AddComponent<TransformComponent>( | |
| { 0.0f, 0.0f, 0.0f, }, // Position | |
| { 0.0f, 90.0f, 0.0f }, // Rotation | |
| { 1.0f, 1.0f, 1.0f } // Scale | |
| ); | |
| player.AddComponent<ModelComponent>("resources/Models/Player.fbx"); | 
  
    
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  | template<class T> | |
| struct AssetReference | |
| { | |
| T* pAsset; | |
| int32_t refCount; | |
| }; | 
  
    
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  | void VulkanRenderer::ReloadShaders() | |
| { | |
| m_pDevice->WaitIdle(); | |
| m_Pipeline.Cleanup(m_pDevice->GetDevice()); | |
| m_pDevice->GetDevice().destroyRenderPass(m_RenderPass); | |
| CreateRenderPass(); | |
| CreateGraphicsPipeline(); | |
| } | 
  
    
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  | class MeshComponent; | |
| class MeshRenderComponent; | |
| class Scene | |
| { | |
| public: | |
| virtual void Init() = 0; | |
| }; | |
| class Actor | 
  
    
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  | public static class Utils | |
| { | |
| public static bool NullCheck(this object obj, string msg = "") | |
| { | |
| if (obj == null) | |
| { | |
| if (msg != "") | |
| Debug.LogError(msg); | |
| return true; | |
| } | 
  
    
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  | // === EditorStateVisualizer By Seppe Dekeyser. === | |
| using UnityEngine; | |
| using UnityEditor; | |
| enum EditorState | |
| { | |
| Ready, | |
| Compiling, | |
| Paused, |