Now sort models according to depth.
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@@ -9,6 +9,7 @@
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#include "Camera.h"
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#include "RenderQueue.h"
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#include "Model.h"
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#include "../Core/World.h"
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class IRenderer
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{
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@@ -34,6 +35,8 @@ public:
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderQueueCollection& rq) = 0;
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World* m_World; //Temp world, untill viktor merge.
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protected:
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
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bool m_Fullscreen = false;
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@@ -23,7 +23,7 @@
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class Renderer : public IRenderer
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{
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public:
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Renderer(EventBroker* eventBroker)
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{ }
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@@ -61,6 +61,9 @@ private:
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//void PickingPass(RenderQueueCollection& rq);
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void DrawScreenQuad(GLuint textureToDraw);
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void FillDepth(RenderQueueCollection& rq);
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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