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GraphicsEngine.cpp
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#include "GraphicsEngine.h"
GraphicsEngine::GraphicsEngine()
{
m_renderer = std::make_unique<Renderer>();
m_texture_manager = std::make_unique<TextureManager>();
m_camera = std::make_unique<Camera>(Camera({ 0, 0, 2 }, WORLD_UP, -90.0f, 0.0f, CAMERA_SPEED, MOUSE_SENSITIVITY));
m_mesh_manager = std::make_unique<MeshManager>();
void* shader_byte_code = nullptr;
size_t size_shader = 0;
m_renderer->CompileVertexShader(L"VetexMeshLayoutShader", "main", &shader_byte_code, &size_shader);
m_mesh_layout_byte_code = new unsigned char[size_shader];
memcpy(m_mesh_layout_byte_code, shader_byte_code, size_shader);
m_mesh_layout_size = size_shader;
m_renderer->ReleaseCompiledShader();
}
void GraphicsEngine::Shutdown()
{
delete[] m_mesh_layout_byte_code;
}
GraphicsEngine::~GraphicsEngine()
{
}
Renderer* GraphicsEngine::GetRenderer()
{
return m_renderer.get();
}
TextureManager* GraphicsEngine::GetTextureManager()
{
return m_texture_manager.get();
}
Camera* GraphicsEngine::GetCamera()
{
return m_camera.get();
}
MeshManager* GraphicsEngine::GetMeshManager()
{
return this->m_mesh_manager.get();
}
void GraphicsEngine::GetVertexMeshLayoutShaderByteCodeAndSize(void** byte_code, size_t* size)
{
*byte_code = m_mesh_layout_byte_code;
*size = m_mesh_layout_size;
}
GraphicsEngine* GraphicsEngine::Get()
{
static GraphicsEngine engine;
return &engine;
}