Working directional light
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@@ -15,7 +15,9 @@ struct DirectionalLightJob : RenderJob
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DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
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: RenderJob()
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{
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Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Direction = glm::vec4(0,0,-1,0) * Transform::AbsoluteOrientation(m_World, transformComponent.EntityID);
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//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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};
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@@ -46,8 +46,8 @@ private:
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int m_NumberOfTiles = 0;
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struct Plane {
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glm::vec3 Normal;
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float d;
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glm::vec3 Normal = glm::vec3(0.f);
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float d = 0;
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};
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struct Frustum {
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@@ -68,9 +68,9 @@ private:
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std::vector<LightSource> m_LightSources;
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struct LightGrid {
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float Start;
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float Amount;
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glm::vec2 Padding;
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float Start = 0;
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float Amount = 0;
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glm::vec2 Padding = glm::vec2(1.f, 2.f);
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};
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LightGrid* m_LightGrid;
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