Rendering pipeline fixes across the board and base work on refactored editor
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@@ -28,28 +28,17 @@ public:
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private:
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World* m_World = nullptr;
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const IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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bool m_SwitchCamera = false;
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Camera* m_Camera;
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DebugCameraInputController<RenderSystem>* m_DebugCameraInputController;
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std::list<ComponentWrapper> m_CameraComponents;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera &event);
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EntityID m_CurrentCamera = EntityID_Invalid;
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void switchCamera(EntityID entity);
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void updateCamera(World* world, double dt);
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void updateProjectionMatrix(ComponentWrapper& cameraComponent);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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bool OnSetCamera(Events::SetCamera &event);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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};
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#endif
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