Indentation style changed to Allman
Using Artistic Style (http://astyle.sourceforge.net/) Options: --style=allman --indent=tab --keep-one-line-blocks --align-pointer=type --align-reference=name
This commit is contained in:
+45
-32
@@ -24,7 +24,8 @@ Renderer::Renderer()
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void Renderer::Initialize()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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if (!glfwInit())
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{
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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@@ -35,7 +36,8 @@ void Renderer::Initialize()
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// Antialiasing
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//glfwWindowHint(GLFW_SAMPLES, 16);
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m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
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if (!m_Window) {
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if (!m_Window)
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{
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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@@ -54,11 +56,12 @@ void Renderer::Initialize()
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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if (glewInit() != GLEW_OK)
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{
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create Camera
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m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
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m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
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@@ -134,7 +137,8 @@ void Renderer::CreateShadowMap(int resolution)
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
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glDrawBuffer(GL_NONE);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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LOG_ERROR("Framebuffer incomplete!");
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return;
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}
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@@ -149,11 +153,13 @@ void Renderer::Draw(double dt)
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#ifdef DEBUG
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// Draw bounding boxes
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if (m_DrawBounds) {
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if (m_DrawBounds)
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{
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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 tuple : AABBsToRender) {
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for (auto tuple : AABBsToRender)
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{
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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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@@ -211,11 +217,11 @@ void Renderer::DrawScene()
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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m_ShaderProgram.Bind();
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glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
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@@ -226,7 +232,8 @@ void Renderer::DrawScene()
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
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if (m_DrawWireframe) {
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if (m_DrawWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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glActiveTexture(GL_TEXTURE1);
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@@ -252,16 +259,18 @@ void Renderer::DrawScene()
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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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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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for (auto texGroup : model->TextureGroups)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
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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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#ifdef DEBUG
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// Debug draw model normals
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if (m_DrawNormals) {
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if (m_DrawNormals)
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{
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels(m_ShaderProgramNormals);
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@@ -304,7 +313,8 @@ void Renderer::DrawShadowMap()
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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for (auto texGroup : model->TextureGroups)
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{
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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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@@ -343,7 +353,7 @@ void Renderer::DrawModels(ShaderProgram &shader)
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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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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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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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@@ -367,14 +377,14 @@ void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position,
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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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glm::vec3 _diffuse,
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float _constantAttenuation,
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float _linearAttenuation,
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float _quadraticAttenuation,
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float _spotExponent
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)
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glm::vec3 _position,
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glm::vec3 _specular,
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glm::vec3 _diffuse,
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float _constantAttenuation,
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float _linearAttenuation,
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float _quadraticAttenuation,
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float _spotExponent
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)
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{
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Light_position.push_back(_position.x);
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Light_position.push_back(_position.y);
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@@ -402,7 +412,8 @@ void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool coll
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GLuint Renderer::CreateQuad()
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{
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float quadVertices[] = {
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float quadVertices[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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@@ -411,7 +422,8 @@ GLuint Renderer::CreateQuad()
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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float quadTexCoords[] = {
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float quadTexCoords[] =
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{
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0.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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@@ -443,7 +455,8 @@ GLuint Renderer::CreateQuad()
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GLuint Renderer::CreateAABB()
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{
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float vertices[] = {
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float vertices[] =
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{
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// Bottom
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-1.0f, -1.0f, 1.0f, // 0
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1.0f, -1.0f, 1.0f, // 1
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@@ -494,14 +507,14 @@ GLuint Renderer::CreateAABB()
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GLuint Renderer::CreateSkybox()
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{
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glm::vec3 skyBoxVertices[] =
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glm::vec3 skyBoxVertices[] =
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{
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glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f),
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glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
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glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, -1.0f),
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glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
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glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f),
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glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f)
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glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f),
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glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f)
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};
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GLuint vbo, vao;
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