Removed sprite RenderQueue and moved FrameBuffer to rendering instead of rendering/util
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+2
-2
@@ -1,8 +1,8 @@
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#ifndef FrameBuffer_h__
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#define FrameBuffer_h__
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#include "OpenGL.h"
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#include "GLError.h"
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#include "../OpenGL.h"
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#include "Util/GLError.h"
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class BufferResource
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{
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@@ -94,18 +94,6 @@ struct PointLightJob : RenderJob
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}
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};
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struct FrameJob : SpriteJob
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{
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Rectangle Scissor;
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Rectangle Viewport;
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std::string Name;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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class RenderQueue
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{
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public:
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@@ -149,20 +137,17 @@ struct RenderQueueCollection
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{
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue Sprites;
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void Clear()
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{
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Forward.Clear();
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Lights.Clear();
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Sprites.Clear();
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}
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void Sort()
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{
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Forward.Sort();
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Lights.Sort();
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Sprites.Sort();
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}
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};
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@@ -19,7 +19,6 @@ private:
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RenderQueueCollection m_RenderQueues;
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void FillModels(World* world, RenderQueue* renderQueue);
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void FillSprites(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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@@ -8,7 +8,7 @@
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//TODO: Temp resourceManager
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#include "../Core/ResourceManager.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Util/FrameBuffer.h"
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#include "FrameBuffer.h"
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#include "../Core/World.h"
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class Renderer : public IRenderer
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@@ -5,7 +5,7 @@
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#include "../../OpenGL.h"
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#include "../../GLM.h"
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#include "../../Core/Util/Rectangle.h"
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#include "FrameBuffer.h"
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#include "../FrameBuffer.h"
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class ScreenCoords
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{
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@@ -1,5 +1,5 @@
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#include "Rendering/Util/FrameBuffer.h"
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#include "Rendering/FrameBuffer.h"
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
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@@ -10,7 +10,6 @@ void RenderQueueFactory::Update(World* world)
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{
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m_RenderQueues.Clear();
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FillModels(world, &m_RenderQueues.Forward);
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FillSprites(world, &m_RenderQueues.Sprites);
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FillLights(world, &m_RenderQueues.Lights);
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}
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@@ -61,11 +60,6 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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}
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}
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void RenderQueueFactory::FillSprites(World* world, RenderQueue* renderQueue)
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{
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}
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void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
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{
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