Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts: # include/Engine/Editor/EditorSystem.h # include/Engine/Rendering/EPicking.h # include/Engine/Rendering/Renderer.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/RawModel.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -18,7 +18,7 @@ class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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virtual void Update(World* world, double dt) override;
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static glm::vec3 AbsolutePosition(World* world, EntityID entity);
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@@ -40,7 +40,7 @@ private:
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera &event);
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EntityID m_CurrentCamera = -1;
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EntityID m_CurrentCamera = EntityID_Invalid;
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void switchCamera(EntityID entity);
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@@ -50,8 +50,8 @@ private:
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glm::mat4 m_ViewMatrix;
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 ModelMatrix(EntityID entity);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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void fillModels(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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