skybocks
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@@ -99,6 +99,13 @@ void Renderer::LoadContent()
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m_ShaderProgramDebugAABB.Compile();
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m_ShaderProgramDebugAABB.Link();
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m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
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m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
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m_ShaderProgramSkybox.Compile();
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m_ShaderProgramSkybox.Link();
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m_Skybox = std::make_shared<Skybox>(CubemapTexture("Textures/right.jpg", "Textures/left.jpg", "Textures/top.jpg", "Textures/bottom.jpg", "Textures/front.jpg", "Textures/back.jpg"));
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m_DebugAABB = CreateAABB();
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(m_ShadowMapRes);
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@@ -133,6 +140,7 @@ void Renderer::Draw(double dt)
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{
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glDisable(GL_BLEND);
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DrawSkybox();
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DrawShadowMap();
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DrawScene();
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@@ -167,13 +175,26 @@ void Renderer::Draw(double dt)
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawScene()
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void Renderer::DrawSkybox()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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m_ShaderProgramSkybox.Bind();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(m_Camera->Orientation());
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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m_Skybox->Draw();
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}
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void Renderer::DrawScene()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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@@ -461,6 +482,33 @@ GLuint Renderer::CreateAABB()
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return vao;
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}
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GLuint Renderer::CreateSkybox()
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{
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glm::vec3 skyBoxVertices[] =
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{
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glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f),
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glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
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glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, -1.0f),
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glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
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glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f),
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glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f)
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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(skyBoxVertices), skyBoxVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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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, (void*)0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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return vao;
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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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