Fixed being able to switch between Quad view and normal view.
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+25
-2
@@ -119,10 +119,15 @@ void Renderer::LoadContent()
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m_FirstPassProgram.Link();
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2-Debug.glsl")));
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
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m_SecondPassProgram.Compile();
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m_SecondPassProgram.Link();
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m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
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m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2-Debug.glsl")));
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m_SecondPassProgram_Debug.Compile();
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m_SecondPassProgram_Debug.Link();
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m_ScreenQuad = CreateQuad();
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FrameBufferTextures();
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@@ -130,6 +135,16 @@ void Renderer::LoadContent()
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void Renderer::Draw(double dt)
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{
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if(glfwGetKey(m_Window, GLFW_KEY_F1))
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{
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m_QuadView = false;
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}
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if(glfwGetKey(m_Window, GLFW_KEY_F2))
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{
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m_QuadView = true;
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}
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glDisable(GL_BLEND);
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DrawFBO();
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@@ -653,7 +668,14 @@ void Renderer::DrawFBO()
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// Draw to screen
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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m_SecondPassProgram.Bind();
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if(!m_QuadView)
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{
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m_SecondPassProgram.Bind();
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}
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else
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{
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m_SecondPassProgram_Debug.Bind();
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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////SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
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@@ -736,6 +758,7 @@ void Renderer::DrawFBOScene()
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{
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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 (auto tuple : ModelsToRender)
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{
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Model* model;
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