Cleanup
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@@ -36,13 +36,17 @@ void HydraDirectionalShadowSourceSystem::InitialiseComponent(HydraID entity_id)
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HydraDirectionalShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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//light_comp.shadow_map_id = shadow_id;
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light_comp.shadow_caster = 1;
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//shadow_comp.shadow_id = shadow_id;
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shadow_comp.entity_id = entity_id;
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HydraID shadow_id = GetEngine()->ShadowBufferManager()->AddDirectionalShadow(shadow_comp);
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assert(shadow_id != INVALID_HYDRA_ID && "Add directional Shadow - out of shadows!");
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light_comp.shadow_map_id = shadow_id;
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light_comp.shadow_caster = 1;
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shadow_comp.shadow_id = shadow_id;
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_InitialiseShadowMap(entity_id);
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//_InitialiseShadowMap(entity_id);
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}
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void HydraDirectionalShadowSourceSystem::DestroyComponent(HydraID entity_id)
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@@ -50,8 +54,7 @@ void HydraDirectionalShadowSourceSystem::DestroyComponent(HydraID entity_id)
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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HydraDirectionalShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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GetEngine()->ShadowBufferManager()->DeleteDirectionalShadow(shadow_comp.shadow_id);
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GetEngine()->ShadowBufferManager()->DeleteDirectionalShadow(shadow_comp.shadow_id);
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}
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void HydraDirectionalShadowSourceSystem::UpdateSystem(float delta_t_seconds)
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@@ -110,24 +113,3 @@ void HydraDirectionalShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
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}
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void HydraDirectionalShadowSourceSystem::_InitialiseShadowMap(HydraID entity_id)
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{
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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HydraTextureBufferManager *tex_man = engine->TextureBufferManager();
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HydraDirectionalShadowSourceComponent &shad_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
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shad_comp.entity_id = entity_id;
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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uint32_t depth_texture_id = 0;
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HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateCascadeShadowFrameBuffer>(HydraThreadAffinity::Render);
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HydraCreateCascadeShadowFrameBuffer *fb_task = static_cast<HydraCreateCascadeShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
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fb_task->Initialise(&depth_texture_id, &shad_comp.frame_buffer_id);
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task_scheduler->WaitForTask(create_framebuffer_task_id);
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shad_comp.shadow_texture_id = depth_texture_id;
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}
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