Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.
Still needs more work
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#include "Rendering/RenderQueueFactory.h"
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RenderQueueFactory::RenderQueueFactory()
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{
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m_RenderQueues = RenderQueueCollection();
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}
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void RenderQueueFactory::Update(World* world)
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{
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m_RenderQueues.Clear();
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FillModels(world, &m_RenderQueues.Forward);
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FillSprites(world, &m_RenderQueues.Sprites);
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FillLights(world, &m_RenderQueues.Lights);
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}
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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{
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//should really return absolute model matrix based on parents position, scale and orientation
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//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
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glm::vec3 position = transformComponent["Position"];
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glm::vec3 scale = transformComponent["Scale"];
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glm::quat oritentation = transformComponent["Orientation"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
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return modelMatrix;
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}
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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{
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// positionComponent.EntityID
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return glm::vec3();
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}
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void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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{
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for(auto& modelC : world->GetComponents("Model")) {
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ModelJob job;
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std::string modelFile = modelC["ModelFile"];
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::Load<Model>(modelFile);
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for (auto texGroup : model->TextureGroups) {
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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renderQueue->Add(job);
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}
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}
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}
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void RenderQueueFactory::FillSprites(World* world, RenderQueue* renderQueue)
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{
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}
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void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
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{
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}
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