Rendering sprites
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@@ -267,6 +267,29 @@ void Renderer::DrawScene()
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}
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}
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for (auto tuple : TexturesToRender)
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{
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Texture* texture;
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glm::mat4 modelMatrix;
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std::tie(texture, modelMatrix) = tuple;
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//MVP = m_Camera->ProjectionMatrix() * glm::translate(glm::mat4(), m_Camera->Position()) * modelMatrix;
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MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation())) * modelMatrix ;
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depthMVP = depthCameraMatrix * 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(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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#ifdef DEBUG
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// Debug draw model normals
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if (m_DrawNormals)
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@@ -318,6 +341,8 @@ void Renderer::DrawShadowMap()
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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}
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}
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void Renderer::DrawDebugShadowMap()
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@@ -376,6 +401,12 @@ void Renderer::AddModelToDraw(Model* model, glm::vec3 position, glm::quat orient
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ModelsToRender.push_back(std::make_tuple(model, modelMatrix, visible, shadowCaster));
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}
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void Renderer::AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
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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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TexturesToRender.push_back(std::make_tuple(texture, modelMatrix));
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}
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void Renderer::AddPointLightToDraw(
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glm::vec3 _position,
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glm::vec3 _specular,
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@@ -536,6 +567,7 @@ void Renderer::ClearStuff()
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{
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AABBsToRender.clear();
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ModelsToRender.clear();
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TexturesToRender.clear();
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Light_position.clear();
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Light_specular.clear();
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Light_diffuse.clear();
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