refactor: move all caches to RenderResources object

This commit is contained in:
2026-06-29 04:08:57 +02:00
parent 3bc8ba02e1
commit aa5c497f29
27 changed files with 1187 additions and 692 deletions
@@ -14,7 +14,7 @@ void MeshRendererComponent::Start() {
Component::Start();
if (auto* animator = GetGameObject()->GetComponent<Animator>()) {
const auto& gfxDevice = GameState::GetInstance().Gfx();
const auto& mesh = GameState::GetInstance().Renderer().GetMeshCache().getMesh(meshID);
const auto& mesh = GameState::GetInstance().Renderer().getResources()->meshes().getMesh(meshID);
m_skinnedMesh = std::make_unique<SkinnedMesh>();
m_skinnedMesh->skinnedVertexBuffer = gfxDevice.createBuffer(
@@ -33,7 +33,7 @@ void MeshRendererComponent::Render(const RenderContext& ctx) {
if (meshID == NULL_MESH_ID || materialID == NULL_MATERIAL_ID) return;
if (auto* animator = GetGameObject()->GetComponent<Animator>(); animator && m_skinnedMesh) {
const auto& mesh = ctx.renderer.GetMeshCache().getCPUMesh(meshID);
const auto& mesh = ctx.renderer.getResources()->meshes().getCPUMesh(meshID);
const auto skeleton = GetGameObject()->GetComponent<Animator>()->getSkeleton();
std::uint32_t frameIdx = GameState::GetInstance().Gfx().getCurrentFrameIndex();