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dreamroam's Issues

Restructure rendering system

I am looking into deferred shading with vulkan to allow for a more flexible rendering setup.
This requires a full rewriting of the current system.
This issue includes a list of things that need to be done.

  • I want a system where I can define a rendering target. A rendering target should handle resize events, the necessary image buffers and should be referenced in the "AdvancedRenderingPipeline".
    This also means, that the rendering target has to know how many textures it outputs and of which format they are. Ideally, we would read this from the shaders but for know it is sufficient, to hard code those information when defining the targets. (Please note, that there should be a default defined be the engine)
  • Now we should be able to define a store for renderers. This store should store every renderer (with its shader and settings) and assigns an id to the rendering component which can than be used in the rendering system to render a specific object using the correct renderer.

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