Begin clean-up
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@@ -19,7 +19,6 @@ struct DirectionalLightJob : RenderJob
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Orientation);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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//TextureAlphaShadows = (bool)directionalLightComponent["TextureAlphaShadows"];
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};
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glm::quat Orientation;
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@@ -8,12 +8,10 @@ class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint layers);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_Layers;
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private:
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};
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@@ -24,9 +22,6 @@ class ResourceType : public BufferResource
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint layers)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, layers) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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@@ -48,15 +43,6 @@ public:
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~RenderBuffer();
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};
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class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment, GLuint layers)
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: ResourceType(resourceHandle, attachment, layers) { };
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~Texture2DArray();
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};
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class FrameBuffer
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{
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public:
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@@ -41,7 +41,7 @@ public:
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GLuint DepthMap() const { return m_DepthMap; }
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std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
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std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
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std::array<float, MAX_SPLITS> FarDistance() const { return{ m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
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std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
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int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
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void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
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