Rendering a cube basics through ENTT
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@ -1,7 +1,11 @@
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#pragma once
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#include <glm/glm.hpp>
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#include "../Graphics/Primitives/Shader.h"
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namespace BarinkEngine {
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struct IdentifierComponent {
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std::string name;
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};
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struct TransformComponent {
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glm::mat4& transform = glm::mat4(1.0f);
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@ -17,7 +21,13 @@ namespace BarinkEngine {
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struct Render3DComponent {
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unsigned int VAO;
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unsigned int IBO;
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unsigned int ElementCount;
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glm::vec3 color;
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Shader shader;
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Render3DComponent()
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: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs") )
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{
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}
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};
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struct Render2DComponent {
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