Merge remote-tracking branch 'origin/master' into Forward+
This commit is contained in:
@@ -1,60 +1,74 @@
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#include "Rendering/Model.h"
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Model::Model(std::string fileName)
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: RawModel(fileName)
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{
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
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m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
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for (auto& group : m_RawModel->MaterialGroups) {
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if (!group.TexturePath.empty()) {
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group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
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}
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if (!group.NormalMapPath.empty()) {
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group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
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}
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if (!group.SpecularMapPath.empty()) {
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group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
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}
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}
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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GLERROR("GLEW: BufferFail4");
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
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int stride = 0;
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for (int size : structSizes) {
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stride += size;
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}
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stride *= sizeof(GLfloat);
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int offset = 0;
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{
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int element = 0;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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}
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GLERROR("GLEW: BufferFail5");
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glEnableVertexAttribArray(7);
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glEnableVertexAttribArray(8);
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glEnableVertexAttribArray(9);
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glEnableVertexAttribArray(10);
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GLERROR("GLEW: BufferFail5");
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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GLERROR("GLEW: BufferFail4");
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//CreateBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
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int stride = 0;
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for (int size : structSizes) {
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stride += size;
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}
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stride *= sizeof(GLfloat);
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int offset = 0;
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{
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int element = 0;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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}
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GLERROR("GLEW: BufferFail5");
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glEnableVertexAttribArray(7);
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glEnableVertexAttribArray(8);
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glEnableVertexAttribArray(9);
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glEnableVertexAttribArray(10);
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GLERROR("GLEW: BufferFail5");
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//CreateBuffers();
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}
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Model::~Model()
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@@ -145,9 +145,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
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matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.TexturePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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// Normal map
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//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
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@@ -155,9 +153,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
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matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.NormalMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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// Specular map
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//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
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@@ -165,11 +161,9 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
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matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.SpecularMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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TextureGroups.push_back(matGroup);
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MaterialGroups.push_back(matGroup);
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// Bones
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std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
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@@ -1,14 +1,15 @@
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#include "Rendering/RenderSystem.h"
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RenderSystem::RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame) :ImpureSystem(eventBrokerer)
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RenderSystem::RenderSystem(EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
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: System(eventBroker)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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m_Renderer = renderer;
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m_RenderFrame = renderFrame;
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DebugCameraInputController = new DebugCameraInputController<RenderSystem>(eventBrokerer, -1);
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m_DebugCameraInputController = new DebugCameraInputController<RenderSystem>(eventBroker, -1);
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}
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RenderSystem::~RenderSystem()
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@@ -39,11 +40,17 @@ void RenderSystem::switchCamera(EntityID entity)
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if (m_World->HasComponent(m_CurrentCamera, "Model")) {
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m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
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}
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if (m_World->HasComponent(m_CurrentCamera, "Listener")) {
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m_World->DeleteComponent(m_CurrentCamera, "Listener");
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}
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}
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if (m_World->HasComponent(entity, "Model")) {
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m_World->GetComponent(entity, "Model")["Visible"] = false;
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}
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if (!m_World->HasComponent(entity, "Listener")) {
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m_World->AttachComponent(entity, "Listener");
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}
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m_CurrentCamera = entity;
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m_SwitchCamera = false;
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@@ -84,15 +91,23 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
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continue;
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}
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Model* model = ResourceManager::Load<::Model>(resource);
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if (model == nullptr) {
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model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(resource);
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} catch (const Resource::StillLoadingException&) {
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//continue;
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model = ResourceManager::Load<::Model>("Models/Core/UnitRaptor.obj");
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} catch (const std::exception&) {
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try {
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model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
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} catch (const std::exception&) {
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continue;
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}
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
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for (auto texGroup : model->TextureGroups) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world));
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
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jobs.push_back(modelJob);
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}
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}
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@@ -175,6 +190,9 @@ void RenderSystem::updateCamera(World* world, double dt)
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{
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if (m_SwitchCamera) {
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auto cameras = world->GetComponents("Camera");
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if (cameras == nullptr) {
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return;
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}
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for (auto it = cameras->begin(); it != cameras->end(); it++) {
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if ((*it).EntityID == m_CurrentCamera) {
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it++;
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@@ -186,11 +204,13 @@ void RenderSystem::updateCamera(World* world, double dt)
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break;
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}
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}
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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if (m_World->HasComponent(m_CurrentCamera, "Camera")) {
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ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
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ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
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m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
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m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
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m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
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m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
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}
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}
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if (m_World->ValidEntity(m_CurrentCamera)) {
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@@ -137,8 +137,8 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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@@ -2,48 +2,48 @@
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Texture::Texture(std::string path)
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{
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PNG image(path);
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PNG image(path);
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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image = PNG("Textures/Core/ErrorTexture.png");
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}
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}
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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image = PNG("Textures/Core/ErrorTexture.png");
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}
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}
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this->Width = image.Width;
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this->Height = image.Height;
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this->Width = image.Width;
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this->Height = image.Height;
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GLint format;
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switch (image.Format) {
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case Image::ImageFormat::RGB:
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format = GL_RGB;
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break;
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case Image::ImageFormat::RGBA:
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format = GL_RGBA;
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break;
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}
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GLint format;
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switch (image.Format) {
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case Image::ImageFormat::RGB:
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format = GL_RGB;
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break;
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case Image::ImageFormat::RGBA:
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format = GL_RGBA;
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break;
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}
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// Construct the OpenGL texture
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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// Construct the OpenGL texture
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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}
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Texture::~Texture()
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{
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glDeleteTextures(1, &m_Texture);
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glDeleteTextures(1, &m_Texture);
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}
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void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
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{
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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}
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Reference in New Issue
Block a user