Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/RenderQueueFactory.h # include/Engine/Rendering/Renderer.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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#ifndef ModelJob_h__
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#define ModelJob_h__
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#include <cstdint>
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#include "../Common.h"
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#include "../GLM.h"
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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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#include "../Core/World.h"
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struct ModelJob : RenderJob
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{
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ModelJob(::Model* model, ::Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world)
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: RenderJob()
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{
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Model = model;
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TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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DiffuseTexture = matGroup.Texture.get();
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NormalTexture = matGroup.NormalMap.get();
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SpecularTexture = matGroup.SpecularMap.get();
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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World = world;
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};
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unsigned int TextureID;
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unsigned int ShaderID;
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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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World* World;
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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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