Now render water through it's own buffer. Not currently visable through finaltexture. Also added a white texture to render the water.
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@@ -119,6 +119,12 @@ struct WaterParticleJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec4 Color;
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glm::mat4 ModelMatrix;
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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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@@ -129,6 +135,7 @@ public:
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{
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job.CalculateHash();
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Jobs.push_front(std::shared_ptr<T>(new T(job)));
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m_Size++;
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}
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void Sort()
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@@ -139,8 +146,11 @@ public:
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void Clear()
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{
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Jobs.clear();
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m_Size = 0;
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}
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int Size() const { return m_Size; }
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std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
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{
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return Jobs.begin();
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@@ -152,6 +162,9 @@ public:
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}
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std::forward_list<std::shared_ptr<RenderJob>> Jobs;
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private:
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int m_Size = 0;
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};
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struct RenderQueueCollection
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