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| author | Mel <einebeere@gmail.com> | 2024-02-12 12:55:11 +0100 |
|---|---|---|
| committer | Mel <einebeere@gmail.com> | 2024-02-12 12:55:11 +0100 |
| commit | d2b5fc5b3bc648afffa42375706429685ac63794 (patch) | |
| tree | a2dfbb241e1d46e5616c5884e5f3d685de2a2cb6 /src/Entities/Player.hpp | |
| parent | 588c7e87b7cab270698d43ca5c22d67793ae5fc4 (diff) | |
| download | meowcraft-d2b5fc5b3bc648afffa42375706429685ac63794.tar.zst meowcraft-d2b5fc5b3bc648afffa42375706429685ac63794.zip | |
Split rendering into own thread and sync through render action lists
Diffstat (limited to 'src/Entities/Player.hpp')
| -rw-r--r-- | src/Entities/Player.hpp | 18 |
1 files changed, 6 insertions, 12 deletions
diff --git a/src/Entities/Player.hpp b/src/Entities/Player.hpp index c829d1f..83ac091 100644 --- a/src/Entities/Player.hpp +++ b/src/Entities/Player.hpp @@ -2,10 +2,10 @@ #include "../Time.hpp" #include "../Transform.hpp" +#include "../GFX/Actions.hpp" #include "../GFX/Camera.hpp" #include "../World/World.hpp" #include "../GFX/Window.hpp" -#include "../GFX/Shading/Program.hpp" #include "../Math/AABB.hpp" #include "../Math/Rotation.hpp" #include "../World/Position.hpp" @@ -13,10 +13,13 @@ namespace MC::Entities { class Player { public: - explicit Player(Position::World position, Real ascept, Real fov, Real near, Real far); + explicit Player(Position::World position) + : m_transform(position), m_outline_mesh(create_outline_cube_mesh()) {} + + Position::World position() const { return m_transform.position(); } void update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world); - void render(const GFX::Camera& camera); + void render(GFX::Actions& actions); void move(Position::WorldOffset by); void move_to(Position::World to); @@ -83,16 +86,7 @@ private: Transform m_transform; static inline AABB s_bounds{{0.35, 1.8, 0.35}}; - // TODO: Put this into the rendering system - static const Char* outline_vertex; - static const Char* outline_fragment; - - GFX::Shading::Program m_outline_program; GFX::Mesh m_outline_mesh; - - GFX::Shading::Uniform m_outline_model_uniform; - GFX::Shading::Uniform m_outline_view_uniform; - GFX::Shading::Uniform m_outline_projection_uniform; }; } |
