No ship shadow
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@@ -239,7 +239,7 @@ void Renderer::DrawScene()
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Model* model;
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glm::mat4 modelMatrix;
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bool visible;
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std::tie(model, modelMatrix, visible) = tuple;
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std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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if (!visible)
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continue;
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@@ -293,8 +293,10 @@ void Renderer::DrawShadowMap()
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{
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Model* model;
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glm::mat4 modelMatrix;
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bool visible;
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std::tie(model, modelMatrix, visible) = tuple;
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bool shadow;
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std::tie(model, modelMatrix, std::ignore, shadow) = tuple;
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if (!shadow)
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continue;
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MVP = depthCamera * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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@@ -355,11 +357,11 @@ void Renderer::AddTextToDraw()
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible)
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void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster)
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{
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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// You can now use ModelMatrix to build the MVP matrix
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ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix, visible));
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ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix, visible, shadowCaster));
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}
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void Renderer::AddPointLightToDraw(
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