Debug draw normals.
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@@ -55,7 +55,20 @@ void Renderer::Draw(double dt)
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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m_ShaderProgram.Bind();
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DrawModels();
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#ifdef DEBUG
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m_ShaderProgramNormals.Bind();
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DrawModels();
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#endif
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ModelsToRender.clear();
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawModels()
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{
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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@@ -73,7 +86,7 @@ void Renderer::Draw(double dt)
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glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 0.0f);
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glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 0.0f);
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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glActiveTexture(GL_TEXTURE0);
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@@ -81,9 +94,6 @@ void Renderer::Draw(double dt)
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, (texGroup.EndIndex - texGroup.StartIndex + 1) * abs(sin(glfwGetTime())));
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}
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}
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ModelsToRender.clear();
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawText()
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@@ -108,8 +118,20 @@ void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position
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void Renderer::LoadContent()
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{
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m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
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m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
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auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
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auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
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auto normalsGS = std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl"));
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auto normalsFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl"));
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m_ShaderProgram.AddShader(standardVS);
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m_ShaderProgram.AddShader(standardFS);
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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m_ShaderProgramNormals.AddShader(normalsGS);
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m_ShaderProgramNormals.AddShader(standardVS);
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m_ShaderProgramNormals.AddShader(normalsFS);
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m_ShaderProgramNormals.Compile();
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m_ShaderProgramNormals.Link();
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}
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