ShaderProgram is now a Resource.
All shaderprograms are now pointers and loaded with Resourcemanager.
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@@ -15,10 +15,14 @@ void DrawScenePass::InitializeTextures()
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void DrawScenePass::InitializeShaderPrograms()
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{
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//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram->Compile();
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m_BasicForwardProgram->Link();
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}
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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@@ -33,9 +37,9 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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m_BasicForwardProgram.Bind();
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m_BasicForwardProgram->Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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