Now sort models according to depth.
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@@ -89,6 +89,12 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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model = ResourceManager::Load<Model>("Models/Core/Error.obj");
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}
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auto transformC = world->GetComponent(modelC.EntityID, "Transform");
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if(&transformC == nullptr)
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{
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return;
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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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@@ -90,6 +90,8 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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FillDepth(rq);
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m_PickingPass->Draw(rq);
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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m_LightCullingPass->FillLightList(rq);
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@@ -148,4 +150,16 @@ void Renderer::InitializeRenderPasses()
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
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}
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}
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void Renderer::FillDepth(RenderQueueCollection& rq)
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{
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for(auto job : rq.Forward)
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{
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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glm::vec3 pos = m_World->GetComponent(modelJob->Entity, "Transform")["Position"];
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glm::vec3 worldpos = glm::vec3((m_Camera->ViewMatrix() * modelJob->ModelMatrix) * glm::vec4(pos, 1));
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job->Depth = worldpos.z;
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}
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rq.Forward.Sort();
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}
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