Fixed some transparency bugs and started on component based camera
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@@ -6,16 +6,19 @@
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#include "../Core/ResourceManager.h"
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#include "Model.h"
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#include "../GLM.h"
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#include "../Core/EventBroker.h"
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#include "ESetCamera.h"
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class RenderQueueFactory
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{
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public:
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RenderQueueFactory();
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RenderQueueFactory(EventBroker* eventBroker);
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void Update(World* world);
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RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
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private:
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EventBroker* m_EventBroker;
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RenderQueueCollection m_RenderQueues;
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void FillModels(World* world, RenderQueue* renderQueue);
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@@ -26,6 +29,9 @@ private:
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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EntityID m_CurrentCamera;
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};
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#endif
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