Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Common.h # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -11,55 +11,27 @@
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#include "Camera.h"
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#include "RenderJob.h"
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#include "ModelJob.h"
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#include "TextJob.h"
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#include "PointLightJob.h"
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#include "DirectionalLightJob.h"
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#include "ExplosionEffectJob.h"
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/*
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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glm::mat4 ModelMatrix;
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const Texture* DiffuseTexture = nullptr;
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const Texture* NormalTexture = nullptr;
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const Texture* SpecularTexture = nullptr;
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glm::vec4 Color;
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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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struct PointLightJob : RenderJob
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{
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glm::vec4 Position;
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glm::vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float padding = 123;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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*/
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struct RenderScene
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{
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::Camera* Camera;
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::Camera* Camera = nullptr;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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Rectangle Viewport;
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bool ClearDepth = false;
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void Clear()
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{
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ForwardJobs.clear();
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PointLightJobs.clear();
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TextJobs.clear();
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DirectionalLightJobs.clear();
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}
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};
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@@ -95,5 +67,4 @@ public:
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private:
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int m_Size = 0;
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};
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#endif
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