Added Rendrerer class and camera optimization
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@@ -9,6 +9,7 @@ DarkRP2D::~DarkRP2D() {
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delete obj;
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delete inputHandler;
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delete camera;
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delete renderer;
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}
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void DarkRP2D::create () {
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@@ -18,6 +19,8 @@ void DarkRP2D::create () {
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assets->loadShader("vert.shader","frag.shader",nullptr,"defaultShader");
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assets->loadShader("bitmapvert.shader","bitmapfrag.shader",nullptr,"bitmapShader");
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renderer = new Renderer();
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std::vector<Vertex2D> vertices({
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Vertex2D{glm::vec2(-0.5f,-0.5f), glm::vec2(0.0f,1.0f)},
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Vertex2D{glm::vec2(0.5f,-0.5f), glm::vec2(1.0f,1.0f)},
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@@ -34,8 +37,6 @@ void DarkRP2D::create () {
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font = new BitmapFont("arial.ttf");
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camera = new OrtographicCamera();
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glClearColor(1.f,1.f,1.f,1.f);
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}
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void DarkRP2D::loop(unsigned int delta) {
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@@ -72,14 +73,13 @@ void DarkRP2D::update(unsigned int delta) {
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}
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void DarkRP2D::render(unsigned int delta) {
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glClear(GL_COLOR_BUFFER_BIT);
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renderer->clear();
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//Drawing
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Shader defaultShader = assets->getShader("defaultShader");
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defaultShader.SetMatrix4("view",camera->getViewMatrix(),true);
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defaultShader.SetMatrix4("projection",camera->getProjectionMatrix(),true);
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defaultShader.SetMatrix4("MVP",camera->getCombinedMatrix(),true);
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//Draw Mesh
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obj->draw();
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renderer->draw(*obj,defaultShader);
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//texttest
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Shader bitmapShader = assets->getShader("bitmapShader");
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