Cleaning up shutdown
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@@ -15,6 +15,7 @@
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#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
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#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
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#include "../../task/buffer/HydraCreateUnBoundTextureTask.hpp"
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#include "../../task/buffer/HydraDeleteTextureTask.hpp"
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#include "../../task/renderer/HydraCreateCascadeShadowFrameBuffer.hpp"
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#include "../../task/renderer/HydraCreateShadowFrameBuffer.hpp"
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#include "../../actor/HydraActorManager.h"
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@@ -42,10 +43,15 @@ void HydraDirectionalShadowSourceSystem::InitialiseComponent(HydraID entity_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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}
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// m_shadow_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
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// GetEngine()->ActorManager()->InitialiseActor(m_shadow_actor_id);
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// GetEngine()->ActorManager()->SetPosition(m_shadow_actor_id, glm::dvec3(0, 0, 0));
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void HydraDirectionalShadowSourceSystem::DestroyComponent(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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HydraDirectionalShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_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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@@ -119,7 +125,7 @@ void HydraDirectionalShadowSourceSystem::_InitialiseShadowMap(HydraID entity_id)
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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(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_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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