Lots of things done
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@@ -90,21 +90,47 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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}
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for (auto texGroup : model->TextureGroups) {
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ModelJob job;
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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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auto deathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
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if (!deathComp) {
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ModelJob job;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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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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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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else {
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CoolDeathAnimationJob job;
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job.TimeSinceDeath = 1.f;
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job.EndOfDeath = 15.f;
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job.OriginPos = glm::vec3(1000.f, 2.f, 0.f);
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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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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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}
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}
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}
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