Refactor Mesh serialization and model system.
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@@ -144,7 +144,7 @@ namespace Nuake {
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for (auto e : meshView)
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{
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auto [transform, mesh] = meshView.get<TransformComponent, MeshComponent>(e);
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for (auto& m : mesh.meshes)
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for (auto& m : mesh.ModelResource->GetMeshes())
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Renderer::SubmitMesh(m, transform.GetGlobalTransform());
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}
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@@ -183,11 +183,16 @@ namespace Nuake {
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for (auto e : view)
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{
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auto [transform, mesh, parent] = view.get<TransformComponent, MeshComponent, ParentComponent>(e);
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for (auto& m : mesh.meshes)
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Renderer::SubmitMesh(m, transform.GetGlobalTransform());
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if (mesh.ModelResource)
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{
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for (auto& m : mesh.ModelResource->GetMeshes())
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Renderer::SubmitMesh(m, transform.GetGlobalTransform());
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}
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}
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glCullFace(GL_BACK);
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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Renderer::Flush(gBufferShader, false);
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auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
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@@ -201,7 +206,6 @@ namespace Nuake {
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for (auto& b : model.Meshes)
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Renderer::SubmitMesh(b, transform.GetGlobalTransform());
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}
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glCullFace(GL_FRONT);
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Renderer::Flush(gBufferShader, false);
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}
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mGBuffer->Unbind();
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