Forward plus render pass now removed from Renderer.cpp to it's own class.
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@@ -14,15 +14,12 @@ void DrawScenePass::InitializeTextures()
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void DrawScenePass::InitializeShaderPrograms()
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{
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//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram->Compile();
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m_BasicForwardProgram->Link();
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}
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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@@ -61,6 +58,12 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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continue;
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}
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if(spriteJob)
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{
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//Hello im a sprite, please draw me.
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}
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}
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GLERROR("DrawScenePass::Draw: End");
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}
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