Fixat med ljus
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@@ -9,6 +9,7 @@ Renderer::Renderer()
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m_SunPosition = glm::vec3(0, 10, 10);
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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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Lights = 512;
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}
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void Renderer::Initialize()
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@@ -138,12 +139,12 @@ void Renderer::Draw(double dt)
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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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ClearStuff();
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glfwSwapBuffers(m_Window);
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}
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@@ -177,13 +178,13 @@ void Renderer::DrawScene()
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m_ShaderProgram.Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
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if (m_DrawWireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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@@ -315,7 +316,7 @@ void Renderer::AddPointLightToDraw(
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Light_linearAttenuation.push_back(_linearAttenuation);
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Light_quadraticAttenuation.push_back(_quadraticAttenuation);
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Light_spotExponent.push_back(_spotExponent);
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Lights = Light_constantAttenuation.size();
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}
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GLuint Renderer::CreateQuad()
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@@ -417,3 +418,16 @@ void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
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model *= glm::scale(volumeVector);
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AABBsToRender.push_back(model);
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}
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void Renderer::ClearStuff()
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{
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AABBsToRender.clear();
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ModelsToRender.clear();
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Light_position.clear();
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Light_specular.clear();
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Light_diffuse.clear();
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Light_constantAttenuation.clear();
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Light_linearAttenuation.clear();
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Light_quadraticAttenuation.clear();
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Light_spotExponent.clear();
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}
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