Merge branch 'master' into Shadows
# Conflicts: # assets # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/FrameBuffer.cpp # src/Engine/Rendering/Renderer.cpp
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@@ -1,7 +1,7 @@
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#include "Editor/EditorRenderSystem.h"
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EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(m_World, eventBroker)
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EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
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: System(params)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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@@ -56,9 +56,9 @@ void EditorRenderSystem::Update(double dt)
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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if (cModel["Transparent"]) {
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scene.TransparentObjects.push_back(modelJob);
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scene.Jobs.TransparentObjects.push_back(modelJob);
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} else {
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scene.OpaqueObjects.push_back(modelJob);
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scene.Jobs.OpaqueObjects.push_back(modelJob);
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}
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}
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}
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@@ -75,7 +75,7 @@ void EditorRenderSystem::Update(double dt)
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EntityWrapper entity(m_World, cPointLight.EntityID);
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ComponentWrapper& cTransform = entity["Transform"];
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std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
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scene.PointLightJobs.push_back(pointLightJob);
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scene.Jobs.PointLight.push_back(pointLightJob);
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}
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}
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