renderer struct that handles engine objects like samplers, textures
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@ -2054,6 +2054,32 @@ impl EguiState {
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}
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}
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pub struct Renderer2 {
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device: Device,
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samplers: SamplerCache,
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texture_managers: texture::TextureManager,
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#[allow(unused)]
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// keep this around because the vulkan device has been created with this
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// display handle in mind. Might not be necessary.
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display: RawDisplayHandle,
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}
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impl Renderer2 {
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pub fn new(display: RawDisplayHandle) -> Result<Self> {
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let device = Device::new_from_default_desc(Some(display))?;
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Ok(Self {
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samplers: SamplerCache::new(device.clone()),
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texture_managers: texture::TextureManager::new(device.clone()),
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display,
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device,
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})
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}
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//pub fn create_surface
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}
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pub struct Renderer<W> {
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pub texture_handler: texture::TextureManager,
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pub egui_state: EguiState,
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