Cleanup
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@@ -37,8 +37,9 @@ void HydraPointShadowSourceSystem::InitialiseComponent(HydraID 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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_InitialiseShadowMap(entity_id);
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shadow_comp.entity_id = entity_id;
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//shadow_comp.shadow_id = shadow_id;
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//_InitialiseShadowMap(entity_id);
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}
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void HydraPointShadowSourceSystem::UpdateSystem(float delta_t_seconds)
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@@ -51,7 +52,7 @@ void HydraPointShadowSourceSystem::UpdateSystem(float delta_t_seconds)
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void HydraPointShadowSourceSystem::DestroyComponent(HydraID entity_id)
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{
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HydraEngine *engine = GetEngine();
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HydraEngine *engine = GetEngine();
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HydraECS *ecs = engine->ECS();
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HydraPointShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
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GetEngine()->ShadowBufferManager()->DeletePointShadow(shadow_comp.shadow_id);
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@@ -85,7 +86,7 @@ void HydraPointShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
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//GL_TEXTURE_CUBE_MAP_NEGATIVE_X - right
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shad_comp.light_space_view[1] = glm::lookAt(light_pos, light_pos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
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//GL_TEXTURE_CUBE_MAP_POSITIVE_Y - Up
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shad_comp.light_space_view[2] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
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shad_comp.light_space_view[2] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, -1.0));
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//GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - down
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shad_comp.light_space_view[3] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
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//GL_TEXTURE_CUBE_MAP_POSITIVE_Z - back
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@@ -101,22 +102,22 @@ void HydraPointShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
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void HydraPointShadowSourceSystem::_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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HydraPointShadowSourceComponent &shad_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
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HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
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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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// HydraPointShadowSourceComponent &shad_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(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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// shad_comp.entity_id = entity_id;
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HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
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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<HydraCreateCubemapShadowFrameBuffer>(HydraThreadAffinity::Render);
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HydraCreateCubemapShadowFrameBuffer *fb_task = static_cast<HydraCreateCubemapShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
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fb_task->Initialise(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_id);
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// uint32_t depth_texture_id = 0;
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// HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateCubemapShadowFrameBuffer>(HydraThreadAffinity::Render);
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// HydraCreateCubemapShadowFrameBuffer *fb_task = static_cast<HydraCreateCubemapShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
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// fb_task->Initialise(&shad_comp.shadow_texture_id, &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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// 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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