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