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feat(gameplay): implement entity system with concurrent task handling and fix model loading
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@@ -3,6 +3,7 @@
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#include "Cubed/camera.hpp"
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#include "Cubed/debug_collector.hpp"
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#include "Cubed/gameplay/client_world.hpp"
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#include "Cubed/gameplay/ecs/client_entity.hpp"
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#include "Cubed/render/renderer.hpp"
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#include "Cubed/render/renderer_constants.hpp"
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#include "Cubed/scene/world_scene.hpp"
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@@ -294,14 +295,15 @@ void WorldRenderer::shadow_entity(ClientWorld& world,
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auto& shader = m_renderer.get_shader("depth_model");
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shader.use();
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shader.set_loc("lightSpaceMatrix", light_matrix);
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/*
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auto& registry = world.get_registry();
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auto view = registry.view<Transform, Model>();
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for (auto entity : view) {
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auto [transform, model] = view.get<Transform, Model>(entity);
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m_renderer.model_renderer().shadow_pass(model.name, transform.pos,
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world.world_scene().camera());
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}*/
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glEnable(GL_DEPTH_TEST);
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auto& registry = world.entity_manager().get_registry();
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auto view = registry.view<BaseClientCreature>();
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for (auto entity : view) {
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auto& creature = view.get<BaseClientCreature>(entity);
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m_renderer.model_renderer().shadow_pass(
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creature.model, creature.transform.position.value,
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world.world_scene().camera());
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}
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m_player_renderer.render(shader, world, true);
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}
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@@ -714,15 +716,15 @@ void WorldRenderer::render_entity(ClientWorld& world) {
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m_depth_map_texture->bind(0);
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glEnable(GL_DEPTH_TEST);
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/*
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auto& registry = world.get_registry();
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auto view = registry.view<Transform, Model>();
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auto& registry = world.entity_manager().get_registry();
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auto view = registry.view<BaseClientCreature>();
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for (auto entity : view) {
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auto [transform, model] = view.get<Transform, Model>(entity);
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m_renderer.model_renderer().render_model(model.name, transform.pos,
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world.world_scene().camera());
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auto& creature = view.get<BaseClientCreature>(entity);
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m_renderer.model_renderer().render_model(
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creature.model, creature.transform.position.value,
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world.world_scene().camera());
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}
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*/
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m_player_renderer.render(shader, world, false);
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}
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