some cleanup
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@@ -8,7 +8,6 @@
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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@@ -30,7 +29,6 @@ struct ModelJob : RenderJob
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Entity = modelComponent.EntityID;
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};
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unsigned int TextureID;
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unsigned int ShaderID;
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@@ -45,13 +43,10 @@ struct ModelJob : RenderJob
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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#endif
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@@ -15,39 +15,6 @@
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/*
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struct TransparentModelJob : RenderJob
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{
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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EntityID Entity;
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glm::mat4 Matrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const Model* Model = nullptr;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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// Animation
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Skeleton* Skeleton = nullptr;
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bool NoRootMotion = true;
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std::string AnimationName;
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double AnimationTime = 0;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID = 0;
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@@ -42,16 +42,16 @@ private:
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bool OnSetCamera(const Events::SetCamera &event);
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EntityID m_CurrentCamera = -1;
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void SwitchCamera(EntityID entity);
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void switchCamera(EntityID entity);
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void Initialize();
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void UpdateCamera(World* world, double dt);
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void UpdateProjectionMatrix(ComponentWrapper& cameraComponent);
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void initialize();
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void updateCamera(World* world, double dt);
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void updateProjectionMatrix(ComponentWrapper& cameraComponent);
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glm::mat4 m_ViewMatrix;
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 ModelMatrix(EntityID entity);
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void FillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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