Revamped model loading interface.
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@@ -49,7 +49,7 @@ void Renderer::Initialize()
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LoadContent();
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}
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void Renderer::Draw(double _dt)
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void Renderer::Draw(double dt)
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{
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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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@@ -59,21 +59,27 @@ void Renderer::Draw(double _dt)
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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for(int i = 0; i < ModelsToRender.size(); i++)
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for (int i = 0; i < ModelsToRender.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->model->texture[0]->texture);
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MVP = cameraMatrix * ModelsToRender[i]->ModelMatrix;
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ModelData* modelData = ModelsToRender.at(i);
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auto model = modelData->model;
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MVP = cameraMatrix * modelData->ModelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(ModelsToRender[i]->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "lightPosition"), 1, glm::value_ptr(glm::vec3(2.0f, 4.0f, 1.0f)));
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glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 1.5f);
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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(ModelsToRender[i]->model->VAO);
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glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
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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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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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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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@@ -90,7 +96,7 @@ void Renderer::AddTextToDraw()
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(Model* _model, glm::vec3 _position, glm::quat _orientation)
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void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
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{
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glm::mat4 RotationMatrix = glm::toMat4(_orientation);
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glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
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