Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.
Still needs more work
This commit is contained in:
@@ -82,6 +82,7 @@ struct PointLightJob : RenderJob
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glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
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glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
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float Radius = 1.f;
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float Intensity = 0.8f;
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void CalculateHash() override
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{
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@@ -101,18 +102,6 @@ struct FrameJob : SpriteJob
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}
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};
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struct WaterParticleJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec4 Color;
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glm::mat4 ModelMatrix;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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class RenderQueue
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{
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public:
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@@ -154,25 +143,22 @@ private:
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struct RenderQueueCollection
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{
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue GUI;
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RenderQueue Sprites;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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GUI.Clear();
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Sprites.Clear();
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}
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void Sort()
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{
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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GUI.Sort();
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Sprites.Sort();
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}
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};
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@@ -0,0 +1,29 @@
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#ifndef RenderQueueFactory_h__
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#define RenderQueueFactory_h__
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#include "../Core/World.h"
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#include "RenderQueue.h"
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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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class RenderQueueFactory
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{
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public:
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RenderQueueFactory();
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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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RenderQueueCollection m_RenderQueues;
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void FillModels(World* world, RenderQueue* renderQueue);
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void FillSprites(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent);
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};
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#endif
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@@ -19,7 +19,6 @@ public:
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private:
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//----------------------Variables----------------------//
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RenderQueueCollection m_TempRQ;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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@@ -31,11 +30,6 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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//Temporary
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Model* m;
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Model* m2;
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Model* m3;
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Model* MapModel;
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std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
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@@ -45,12 +39,9 @@ private:
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void InitializeShaders();
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void InitializeTextures();
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void InitializeFrameBuffers();
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//TODO: Renderer: Remove ModelsToDraw from Renderer.
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void ModelsToDraw();
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//TODO: Renderer: Get EnqueueModel and InputUpdate out of renderer
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void EnqueueModel(Model* model);
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//TODO: Renderer: Get InputUpdate out of renderer
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void InputUpdate(double dt);
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void PickingPass();
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void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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void DrawScene(RenderQueueCollection& rq);
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@@ -8,6 +8,7 @@
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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class Game
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{
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@@ -26,6 +27,7 @@ private:
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InputManager* m_InputManager;
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GUI::Frame* m_FrameStack;
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World* m_World;
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RenderQueueFactory* m_RenderQueueFactory;
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};
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#endif
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@@ -73,6 +73,13 @@ private:
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std::make_tuple(sizeof(glm::quat), "Orientation", glm::quat()),
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std::make_tuple(sizeof(glm::vec3), "Scale", glm::vec3(1.f, 1.f, 1.f))
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}
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},
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{
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"Model",
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{
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std::make_tuple(sizeof(std::string), "ModelFile", std::string("Unnamed")),
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std::make_tuple(sizeof(glm::vec4), "Color", glm::vec4(1.f, 1.f, 1.f, 1.f)),
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}
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}
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};
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@@ -106,19 +113,71 @@ private:
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void createTestEntities()
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{
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EntityID e = CreateEntity();
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AttachComponent(e, "Test");
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AttachComponent(e, "Debug");
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AttachComponent(e, "Transform");
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ComponentWrapper testComponent = GetComponent(e, "Test");
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int testValue = testComponent["TestInteger"];
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float testFloat = testComponent["TestFloat"];
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ComponentWrapper debugComponent = GetComponent(e, "Debug");
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std::string name = debugComponent["Name"];
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glm::vec3 pickingColor = debugComponent["PickingColor"];
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ComponentWrapper testTransform = GetComponent(e, "Transform");
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glm::vec3 pos = testTransform["Position"];
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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{
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EntityID e = CreateEntity();
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AttachComponent(e, "Test");
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AttachComponent(e, "Debug");
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AttachComponent(e, "Transform");
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ComponentWrapper testComponent = GetComponent(e, "Test");
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int testValue = testComponent["TestInteger"];
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float testFloat = testComponent["TestFloat"];
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ComponentWrapper debugComponent = GetComponent(e, "Debug");
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std::string name = debugComponent["Name"];
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glm::vec3 pickingColor = debugComponent["PickingColor"];
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ComponentWrapper testTransform = GetComponent(e, "Transform");
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glm::vec3 pos = testTransform["Position"];
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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}
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{
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EntityID entityTranslationWidget = CreateEntity();
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AttachComponent(entityTranslationWidget, "Transform");
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AttachComponent(entityTranslationWidget, "Model");
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ComponentWrapper testTransform = GetComponent(entityTranslationWidget, "Transform");
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glm::vec3 pos = testTransform["Position"];
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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ComponentWrapper testModel = GetComponent(entityTranslationWidget, "Model");
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std::string file = testModel["ModelFile"];
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file = "Models/TranslationWidget.obj";
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testModel["ModelFile"] = file;
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glm::vec4 col = testModel["Color"];
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}
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{
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EntityID entityScaleWidget = CreateEntity();
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AttachComponent(entityScaleWidget, "Transform");
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AttachComponent(entityScaleWidget, "Model");
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ComponentWrapper testTransform = GetComponent(entityScaleWidget, "Transform");
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glm::vec3 pos = testTransform["Position"];
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pos = glm::vec3(-1.5f, 0.f, 0.f);
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testTransform["Position"] = pos;
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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ComponentWrapper testModel = GetComponent(entityScaleWidget, "Model");
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std::string file = testModel["ModelFile"];
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file = "Models/ScaleWidget.obj";
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testModel["ModelFile"] = file;
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glm::vec4 col = testModel["Color"];
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}
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{
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EntityID entityRotationWidget = CreateEntity();
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AttachComponent(entityRotationWidget, "Transform");
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AttachComponent(entityRotationWidget, "Model");
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ComponentWrapper testTransform = GetComponent(entityRotationWidget, "Transform");
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glm::vec3 pos = testTransform["Position"];
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pos = glm::vec3(1.5f, 0.f, 0.f);
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testTransform["Position"] = pos;
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glm::quat ori = testTransform["Orientation"];
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glm::vec3 scale = testTransform["Scale"];
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ComponentWrapper testModel = GetComponent(entityRotationWidget, "Model");
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std::string file = testModel["ModelFile"];
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file = "Models/RotationWidget.obj";
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testModel["ModelFile"] = file;
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glm::vec4 col = testModel["Color"];
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}
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}
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};
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