chore(renderer): refactor renderer and add post-process + spell visuals systems

- Updated core render pipeline and renderer integration in CMakeLists.txt, renderer.cpp, renderer.hpp
- Added post-process pipeline module:
  - post_process_pipeline.hpp
  - post_process_pipeline.cpp
- Added spell visual system module:
  - spell_visual_system.hpp
  - spell_visual_system.cpp
- Adjusted application/audio integration:
  - application.cpp
  - audio_coordinator.cpp
This commit is contained in:
Paul 2026-04-02 00:21:21 +03:00
parent 1c0e9dd1df
commit 5ef600098a
9 changed files with 2803 additions and 2380 deletions

View file

@ -50,13 +50,16 @@ bool AudioCoordinator::initialize() {
void AudioCoordinator::initializeWithAssets(pipeline::AssetManager* assetManager) {
if (!audioAvailable_ || !assetManager) return;
// MusicManager needs asset manager for zone music lookups
if (musicManager_) {
musicManager_->initialize(assetManager);
}
// Other managers may need asset manager for sound bank loading
// (Add similar calls as needed for other managers)
if (musicManager_) musicManager_->initialize(assetManager);
if (footstepManager_) footstepManager_->initialize(assetManager);
if (activitySoundManager_) activitySoundManager_->initialize(assetManager);
if (mountSoundManager_) mountSoundManager_->initialize(assetManager);
if (npcVoiceManager_) npcVoiceManager_->initialize(assetManager);
if (ambientSoundManager_) ambientSoundManager_->initialize(assetManager);
if (uiSoundManager_) uiSoundManager_->initialize(assetManager);
if (combatSoundManager_) combatSoundManager_->initialize(assetManager);
if (spellSoundManager_) spellSoundManager_->initialize(assetManager);
if (movementSoundManager_) movementSoundManager_->initialize(assetManager);
LOG_INFO("AudioCoordinator initialized with asset manager");
}