Working DirectX textures
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@@ -23,8 +23,6 @@
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#include <forward_list>
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#include "Core/Util/Rectangle.h"
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#include "Rendering/Texture.h"
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#include "Rendering/Model.h"
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namespace dd
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{
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@@ -52,20 +50,18 @@ protected:
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struct ModelJob : RenderJob
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{
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unsigned int ShaderID;
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unsigned int TextureID;
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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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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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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float Shininess = 0.f;
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glm::vec4 Color;
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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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const dd::Model* Model = nullptr;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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void CalculateHash() override
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{
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@@ -75,15 +71,13 @@ struct ModelJob : RenderJob
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID;
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unsigned int TextureID;
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unsigned int ShaderID = 0;
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unsigned int TextureID = 0;
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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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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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const Texture* DiffuseTexture = nullptr;
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const Texture* NormalTexture = nullptr;
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const Texture* SpecularTexture = nullptr;
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glm::vec4 Color;
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void CalculateHash() override
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