AABB rendering
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@@ -166,6 +166,7 @@
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</ItemGroup>
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<ItemGroup>
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<None Include="Fragment2.glsl" />
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<None Include="Shaders\AABB.frag.glsl" />
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<None Include="Shaders\Fragment.glsl" />
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<None Include="Shaders\Normals.frag.glsl" />
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<None Include="Shaders\Normals.geo.glsl" />
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@@ -176,6 +176,9 @@
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<None Include="Shaders\VisualizeDepth.vert.glsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="Shaders\AABB.frag.glsl">
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<Filter>Shaders</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Systems">
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@@ -79,20 +79,23 @@ void GameWorld::Initialize()
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//ground
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, -4.f, 0.f);
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "plane.obj";
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// Player
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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m_Player = CreateEntity();
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "ship.obj";
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0.f);
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bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "ship.obj";
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}
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@@ -100,6 +103,9 @@ void GameWorld::Initialize()
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
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}
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void GameWorld::RegisterComponents()
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@@ -42,6 +42,8 @@ public:
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private:
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std::shared_ptr<Renderer> m_Renderer;
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EntityID m_Player;
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};
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#endif // GameWorld_h__
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@@ -7,7 +7,7 @@ Renderer::Renderer()
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m_DrawWireframe = false;
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m_SunPosition = glm::vec3(0, 10, 10);
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m_SunTarget = glm::vec3(0);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
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}
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@@ -85,6 +85,12 @@ void Renderer::LoadContent()
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m_ShaderProgramShadowsDrawDepth.Compile();
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m_ShaderProgramShadowsDrawDepth.Link();
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m_ShaderProgramDebugAABB.AddShader(standardVS);
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m_ShaderProgramDebugAABB.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/AABB.frag.glsl")));
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m_ShaderProgramDebugAABB.Compile();
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m_ShaderProgramDebugAABB.Link();
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m_DebugAABB = CreateAABB();
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(2048*2);
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}
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@@ -116,9 +122,25 @@ void Renderer::CreateShadowMap(int resolution)
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}
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void Renderer::Draw(double dt)
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{
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glDisable(GL_BLEND);
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DrawShadowMap();
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DrawScene();
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#ifdef DEBUG
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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m_ShaderProgramDebugAABB.Bind();
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for (auto aabbModelMatrix : AABBsToRender) {
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP = cameraMatrix * aabbModelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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}
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AABBsToRender.clear();
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#endif
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DrawDebugShadowMap();
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ModelsToRender.clear();
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@@ -336,4 +358,63 @@ GLuint Renderer::CreateQuad()
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vao;
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}
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}
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GLuint Renderer::CreateAABB()
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{
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float vertices[] = {
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// Bottom
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-1.0f, -1.0f, 1.0f, // 0
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1.0f, -1.0f, 1.0f, // 1
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1.0f, -1.0f, 1.0f, // 1
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1.0f, -1.0f, -1.0f, // 2
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1.0f, -1.0f, -1.0f, // 2
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-1.0f, -1.0f, -1.0f, // 3
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-1.0f, -1.0f, -1.0f, // 3
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-1.0f, -1.0f, 1.0f, // 0
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// Top
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-1.0f, 1.0f, 1.0f, // 4
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1.0f, 1.0f, 1.0f, // 5
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1.0f, 1.0f, 1.0f, // 5
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1.0f, 1.0f, -1.0f, // 6
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1.0f, 1.0f, -1.0f, // 6
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-1.0f, 1.0f, -1.0f, // 7
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-1.0f, 1.0f, -1.0f, // 7
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-1.0f, 1.0f, 1.0f, // 4
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// Connectors
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-1.0f, -1.0f, 1.0f, // 0
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-1.0f, 1.0f, 1.0f, // 4
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1.0f, -1.0f, 1.0f, // 1
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1.0f, 1.0f, 1.0f, // 5
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1.0f, -1.0f, -1.0f, // 2
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1.0f, 1.0f, -1.0f, // 6
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-1.0f, -1.0f, -1.0f, // 3
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-1.0f, 1.0f, -1.0f, // 7
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};
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GLuint vbo, vao;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vao;
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}
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void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
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{
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glm::mat4 model;
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model *= glm::translate(origin);
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model *= glm::scale(volumeVector);
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AABBsToRender.push_back(model);
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}
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@@ -46,6 +46,7 @@ public:
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std::vector<float> Light_linearAttenuation;
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std::vector<float> Light_quadraticAttenuation;
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std::vector<float> Light_spotExponent;
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std::vector<glm::mat4> AABBsToRender;
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Renderer();
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@@ -64,6 +65,7 @@ public:
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float _quadraticAttenuation,
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float _spotExponent
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);
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void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector);
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void LoadContent();
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@@ -87,6 +89,7 @@ private:
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glm::vec3 m_SunTarget;
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glm::mat4 m_SunProjection;
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GLuint m_DebugAABB;
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GLuint m_ScreenQuad;
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GLuint m_ShadowFrameBuffer;
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GLuint m_ShadowDepthTexture;
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@@ -97,6 +100,7 @@ private:
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ShaderProgram m_ShaderProgramNormals;
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ShaderProgram m_ShaderProgramShadows;
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ShaderProgram m_ShaderProgramShadowsDrawDepth;
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ShaderProgram m_ShaderProgramDebugAABB;
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void DrawScene();
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void DrawModels(ShaderProgram &shader);
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@@ -104,6 +108,7 @@ private:
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void CreateShadowMap(int resolution);
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GLuint CreateQuad();
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void DrawDebugShadowMap();
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GLuint CreateAABB();
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};
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@@ -0,0 +1,15 @@
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#version 430
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in VertexData {
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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vec3 ShadowCoord;
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} Input;
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out vec4 FragmentColor;
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void main() {
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//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
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FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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@@ -27,10 +27,19 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
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auto model = m_CachedModels[modelComponent->ModelFile];
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m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
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}
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// Debug draw bounds
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#ifdef DEBUG
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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if (bounds != nullptr) {
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glm::vec3 origin = transformComponent->Position + bounds->Origin;
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m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
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}
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#endif
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
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if (pointLightComponent != nullptr)
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{
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m_Renderer->AddPointLightToDraw(
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transformComponent->Position,
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pointLightComponent->Specular,
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@@ -9,6 +9,7 @@
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#include "Components/Model.h"
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#include "Components/Transform.h"
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#include "Components/Camera.h"
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#include "Components/Bounds.h"
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#include "Renderer.h"
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namespace Systems
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+11
-14
@@ -1,17 +1,14 @@
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# Blender v2.69 (sub 0) OBJ File: 'obstaclesandstuff.blend'
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# www.blender.org
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mtllib plane.mtl
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o Plane_Plane.001
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v 102.461288 0.778257 97.553291
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v -97.538712 0.778257 97.553291
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v 102.461288 0.778257 -102.446709
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v -97.538712 0.778257 -102.446709
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vt 0.000100 0.000100
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vt 0.999900 0.000100
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vt 0.000100 0.999900
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vt 0.999900 0.999900
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o Plane
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v -1000 0 1000
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v 1000 0 1000
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v 1000 0 -1000
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v -1000 0 -1000
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vn 0.000000 1.000000 0.000000
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vt 0 0
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vt 1 0
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vt 1 1
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vt 0 1
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usemtl Material.001
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s off
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f 2/1/1 1/2/1 4/3/1
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f 1/2/1 3/4/1 4/3/1
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f 1/1/1 3/3/1 4/4/1
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f 1/1/1 2/2/1 3/3/1
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