refactor: move all caches to RenderResources object
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@@ -14,7 +14,7 @@ void MeshRendererComponent::Start() {
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Component::Start();
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if (auto* animator = GetGameObject()->GetComponent<Animator>()) {
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const auto& gfxDevice = GameState::GetInstance().Gfx();
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const auto& mesh = GameState::GetInstance().Renderer().GetMeshCache().getMesh(meshID);
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const auto& mesh = GameState::GetInstance().Renderer().getResources()->meshes().getMesh(meshID);
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m_skinnedMesh = std::make_unique<SkinnedMesh>();
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m_skinnedMesh->skinnedVertexBuffer = gfxDevice.createBuffer(
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@@ -33,7 +33,7 @@ void MeshRendererComponent::Render(const RenderContext& ctx) {
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if (meshID == NULL_MESH_ID || materialID == NULL_MATERIAL_ID) return;
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if (auto* animator = GetGameObject()->GetComponent<Animator>(); animator && m_skinnedMesh) {
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const auto& mesh = ctx.renderer.GetMeshCache().getCPUMesh(meshID);
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const auto& mesh = ctx.renderer.getResources()->meshes().getCPUMesh(meshID);
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const auto skeleton = GetGameObject()->GetComponent<Animator>()->getSkeleton();
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std::uint32_t frameIdx = GameState::GetInstance().Gfx().getCurrentFrameIndex();
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