Removed world from renderer and moved depth-calculation code to modeljob
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@@ -28,6 +28,9 @@ struct ModelJob : RenderJob
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Matrix = matrix;
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Color = modelComponent["Color"];
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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};
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@@ -22,9 +22,8 @@
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class Renderer : public IRenderer
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{
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public:
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Renderer(EventBroker* eventBroker, World* world)
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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, m_World(world)
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{ }
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virtual void Initialize() override;
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@@ -36,7 +35,6 @@ public:
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private:
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//----------------------Variables----------------------//
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EventBroker* m_EventBroker;
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World* m_World;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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@@ -62,7 +60,7 @@ private:
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void DrawScreenQuad(GLuint textureToDraw);
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void FillDepth(RenderScene& scene);
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void SortRenderJobsByDepth(RenderScene &scene);
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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