Cleanup
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@@ -39,7 +39,7 @@ void HydraSpotShadowSourceSystem::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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shadow_comp.entity_id = entity_id;
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_InitialiseShadowMap(entity_id);
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}
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@@ -103,22 +103,22 @@ void HydraSpotShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
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void HydraSpotShadowSourceSystem::_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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HydraSpotShadowSourceComponent &shad_comp = ecs->GetComponent<HydraSpotShadowSourceComponent>(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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// HydraSpotShadowSourceComponent &shad_comp = ecs->GetComponent<HydraSpotShadowSourceComponent>(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<HydraCreateShadowFrameBuffer>(HydraThreadAffinity::Render);
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HydraCreateShadowFrameBuffer *fb_task = static_cast<HydraCreateShadowFrameBuffer *>(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<HydraCreateShadowFrameBuffer>(HydraThreadAffinity::Render);
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// HydraCreateShadowFrameBuffer *fb_task = static_cast<HydraCreateShadowFrameBuffer *>(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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