Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.
Still needs more work
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@@ -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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