Some more optimization and fixed sorting of render job objects in RenderSystem
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@@ -111,7 +111,7 @@ struct ModelJob : RenderJob
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Color = modelComponent["Color"];
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GlowIntensity = ((double)modelComponent["GlowIntensity"]);
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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 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
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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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@@ -164,7 +164,9 @@ struct ModelJob : RenderJob
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bool IsShielded;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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Hash = TextureID;
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Hash += ModelID << 10;
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Hash += ShaderID << 20;
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}
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};
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@@ -16,16 +16,15 @@ struct RenderJob
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public:
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float Depth;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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protected:
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uint64_t Hash;
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virtual void CalculateHash() = 0;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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};
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#endif
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