Directional light now fully added to all lists.
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@@ -12,12 +12,12 @@
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struct DirectionalLightJob : RenderJob
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{
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DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightCompoentn, World* m_World)
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DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
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: RenderJob()
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{
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Direction = glm::vec4((glm::vec3)directionalLightCompoentn["Direction"], 1.f);
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Color = (glm::vec4)directionalLightCompoentn["Color"];
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Intensity = (double)directionalLightCompoentn["Intensity"];
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Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 1.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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};
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glm::vec4 Direction;
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@@ -46,7 +46,8 @@ private:
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void updateProjectionMatrix(ComponentWrapper& cameraComponent);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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