Minor Update - Object Rendering change
+ RenderPass (render object in a vector)
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@@ -225,3 +225,72 @@ int Object::GetId() const
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return m_id;
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}
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bool Object::IsPhysicsEnabled() const
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{
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return m_isPhysicsEnabled;
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}
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void Object::SetPhysicsEnabled(bool state)
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{
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m_isPhysicsEnabled = state;
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}
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void Object::SetCelShading(bool state)
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{
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isCelShading = state;
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}
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bool Object::GetCelShading() const
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{
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return isCelShading;
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}
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void Object::SetLightingEnabled(bool state)
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{
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isLightingEnabled = state;
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}
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bool Object::GetLightingEnabled() const
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{
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return isLightingEnabled;
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}
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void Object::SetNormalMappingEnabled(bool state)
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{
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isNormalMappingEnabled = state;
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}
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bool Object::GetNormalMappingEnabled() const
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{
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return isNormalMappingEnabled;
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}
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void Object::SetSpecularMappingEnabled(bool state)
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{
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isSpecularMappingEnabled = state;
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}
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bool Object::GetSpecularMappingEnabled() const
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{
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return isSpecularMappingEnabled;
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}
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void Object::SetReflectionEnabled(bool state)
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{
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isReflectionEnabled = state;
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}
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bool Object::GetReflectionEnabled() const
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{
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return isReflectionEnabled;
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}
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void Object::SetRefractionEnabled(bool state)
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{
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isRefractionEnabled = state;
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}
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bool Object::GetRefractionEnabled() const
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{
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return isRefractionEnabled;
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}
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