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