some cleanup

This commit is contained in:
viktorljung
2016-01-12 11:51:47 +01:00
parent d469fe6e9a
commit 2450769190
4 changed files with 19 additions and 57 deletions
-5
View File
@@ -8,7 +8,6 @@
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
@@ -30,7 +29,6 @@ struct ModelJob : RenderJob
Entity = modelComponent.EntityID;
};
unsigned int TextureID;
unsigned int ShaderID;
@@ -45,13 +43,10 @@ struct ModelJob : RenderJob
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
void CalculateHash() override
{
Hash = TextureID;
}
};
#endif
-33
View File
@@ -15,39 +15,6 @@
/*
struct TransparentModelJob : RenderJob
{
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess = 0.f;
glm::vec4 Color;
const Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
// Animation
Skeleton* Skeleton = nullptr;
bool NoRootMotion = true;
std::string AnimationName;
double AnimationTime = 0;
void CalculateHash() override
{
Hash = TextureID;
}
};
struct SpriteJob : RenderJob
{
unsigned int ShaderID = 0;
+5 -5
View File
@@ -42,16 +42,16 @@ private:
bool OnSetCamera(const Events::SetCamera &event);
EntityID m_CurrentCamera = -1;
void SwitchCamera(EntityID entity);
void switchCamera(EntityID entity);
void Initialize();
void UpdateCamera(World* world, double dt);
void UpdateProjectionMatrix(ComponentWrapper& cameraComponent);
void initialize();
void updateCamera(World* world, double dt);
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
glm::mat4 m_ViewMatrix;
glm::mat4 m_ProjectionMatrix;
glm::mat4 ModelMatrix(EntityID entity);
void FillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);