Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Renderer.cpp Escape-the-Dawn/Systems/PlayerSystem.cpp
This commit is contained in:
@@ -132,10 +132,19 @@ void Renderer::Draw(double dt)
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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m_ShaderProgramDebugAABB.Bind();
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for (auto aabbModelMatrix : AABBsToRender) {
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for (auto tuple : AABBsToRender) {
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glm::mat4 modelMatrix;
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bool colliding;
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std::tie(modelMatrix, colliding) = tuple;
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// Model matrix
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP = cameraMatrix * aabbModelMatrix;
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glm::mat4 MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// Color
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glm::vec4 color(1.f, 1.f, 1.f, 0.f);
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if (colliding)
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color = glm::vec4(1.f, 0.f, 0.f, 0.f);
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glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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}
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@@ -319,6 +328,14 @@ void Renderer::AddPointLightToDraw(
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Lights = Light_constantAttenuation.size();
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}
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void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
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{
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glm::mat4 model;
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model *= glm::translate(origin);
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model *= glm::scale(volumeVector);
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AABBsToRender.push_back(std::make_tuple(model, colliding));
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}
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GLuint Renderer::CreateQuad()
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{
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float quadVertices[] = {
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@@ -411,12 +428,6 @@ GLuint Renderer::CreateAABB()
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return vao;
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}
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void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
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{
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glm::mat4 model;
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model *= glm::translate(origin);
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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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@@ -429,5 +440,4 @@ void Renderer::ClearStuff()
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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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Light_spotExponent.clear();
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