Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info
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@@ -43,7 +43,7 @@ void PickingPass::InitializeShaderPrograms()
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m_PickingProgram->Link();
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}
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void PickingPass::Draw(RenderFrame& rf)
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void PickingPass::Draw(RenderScene& scene)
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{
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m_PickingColorsToEntity.clear();
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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@@ -57,11 +57,9 @@ void PickingPass::Draw(RenderFrame& rf)
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std::map<EntityID, glm::vec2> entityColors;
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for(auto scene : rf.RenderScenes)
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{
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m_Camera = scene->Camera;
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m_Camera = scene.Camera;
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for (auto &job : scene->ForwardJobs) {
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for (auto &job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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@@ -81,7 +79,10 @@ void PickingPass::Draw(RenderFrame& rf)
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "Matrix"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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glBindVertexArray(modelJob->Model->VAO);
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@@ -89,7 +90,7 @@ void PickingPass::Draw(RenderFrame& rf)
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
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}
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}
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}
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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