Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -1,7 +1,7 @@
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#include "Editor/EditorRenderSystem.h"
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EditorRenderSystem::EditorRenderSystem(EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(eventBroker)
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EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(m_World, eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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@@ -10,7 +10,7 @@ EditorRenderSystem::EditorRenderSystem(EventBroker* eventBroker, IRenderer* rend
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m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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void EditorRenderSystem::Update(World* world, double dt)
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void EditorRenderSystem::Update(double dt)
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{
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if (m_CurrentCamera) {
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ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
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@@ -23,7 +23,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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scene.Camera = m_EditorCamera;
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scene.Viewport = Rectangle(1920, 1080);
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auto models = world->GetComponents("Model");
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auto models = m_World->GetComponents("Model");
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if (models != nullptr) {
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for (auto& cModel : *models) {
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if (!(bool)cModel["Visible"]) {
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@@ -45,7 +45,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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}
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}
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EntityWrapper entity(world, cModel.EntityID);
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EntityWrapper entity(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, nullptr, modelMatrix, matGroup, cModel, entity.World);
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@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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}
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}
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auto pointLights = world->GetComponents("PointLight");
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auto pointLights = m_World->GetComponents("PointLight");
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if (pointLights != nullptr) {
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for (auto& cPointLight : *pointLights) {
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bool visible = cPointLight["Visible"];
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@@ -62,7 +62,7 @@ void EditorRenderSystem::Update(World* world, double dt)
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continue;
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}
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EntityWrapper entity(world, cPointLight.EntityID);
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EntityWrapper entity(m_World, cPointLight.EntityID);
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ComponentWrapper& cTransform = entity["Transform"];
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std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
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scene.PointLightJobs.push_back(pointLightJob);
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