Removed OpenGL specifics from RenderQueue
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@@ -78,6 +78,7 @@ private:
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitQuad = nullptr;
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Texture* m_ErrorTexture;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
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Texture* m_WhiteSphereTexture;
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@@ -56,13 +56,12 @@ struct ModelJob : RenderJob
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glm::mat4 ProjectionMatrix;
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glm::mat4 ViewMatrix;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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GLuint SpecularTexture;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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float Shininess;
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glm::vec4 Color;
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GLuint VAO;
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GLuint ElementBuffer;
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const dd::Model* Model;
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unsigned int StartIndex;
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unsigned int EndIndex;
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@@ -72,20 +71,6 @@ struct ModelJob : RenderJob
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}
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};
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struct BlendMapModelJob : ModelJob
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{
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GLuint BlendMapTextureRed;
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GLuint BlendMapTextureRedNormal;
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GLuint BlendMapTextureRedSpecular;
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GLuint BlendMapTextureGreen;
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GLuint BlendMapTextureGreenNormal;
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GLuint BlendMapTextureGreenSpecular;
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GLuint BlendMapTextureBlue;
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GLuint BlendMapTextureBlueNormal;
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GLuint BlendMapTextureBlueSpecular;
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float TextureRepeat;
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};
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID;
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@@ -94,9 +79,9 @@ struct SpriteJob : RenderJob
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glm::mat4 ProjectionMatrix;
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glm::mat4 ViewMatrix;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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GLuint SpecularTexture;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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glm::vec4 Color;
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void CalculateHash() override
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