WIP Shadow Mapping
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+29
-11
@@ -13,6 +13,10 @@ Model::Model(OBJ &obj)
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TextureGroup* currentTexGroup = nullptr;
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int index = 0;
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for (auto face : obj.Faces) {
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if (face.Material == nullptr) {
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LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
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return;
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}
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// New material
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if (face.Material != currentMaterial) {
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currentMaterial = face.Material;
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@@ -49,7 +53,9 @@ Model::Model(OBJ &obj)
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}
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}
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CreateBuffers(Vertices, Normals, TextureCoords);
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if (Vertices.size() > 0) {
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CreateBuffers(Vertices, Normals, TextureCoords);
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}
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}
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bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords)
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@@ -186,27 +192,39 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, st
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}
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void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::vec3> _Normals, std::vector<glm::vec2>_TextureCoords)
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void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
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{
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LOG_INFO("Generating VertexBuffer");
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glGenBuffers(1, &VertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, _Vertices.size() * sizeof(glm::vec3), &_Vertices[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, VertexBuffer");
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if (vertices.size() > 0) {
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, VertexBuffer");
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} else {
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LOG_WARNING("Created empty vertex buffer!");
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}
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LOG_INFO("Generating NormalBuffer");
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glGenBuffers(1, &NormalBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glBufferData(GL_ARRAY_BUFFER, _Normals.size() * sizeof(glm::vec3), &_Normals[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, NormalBuffer");
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if (normals.size() > 0) {
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, NormalBuffer");
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} else {
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LOG_WARNING("Created empty normal buffer!");
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}
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LOG_INFO("Generating textureCoordBuffer");
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glGenBuffers(1, &TextureCoordBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glBufferData(GL_ARRAY_BUFFER, _TextureCoords.size() * sizeof(glm::vec2), &_TextureCoords[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, TextureCoordBuffer");
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if (textureCoords.size() > 0) {
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, TextureCoordBuffer");
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} else {
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LOG_WARNING("Created empty texture coordinate buffer!");
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}
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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