Defucked defucked rendering
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+93
-37
@@ -128,6 +128,11 @@ void Renderer::LoadContent()
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m_SecondPassProgram_Debug.Compile();
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m_SecondPassProgram_Debug.Link();
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m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
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m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
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m_FinalPassProgram.Compile();
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m_FinalPassProgram.Link();
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m_ScreenQuad = CreateQuad();
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FrameBufferTextures();
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@@ -532,10 +537,10 @@ void Renderer::ClearStuff()
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void Renderer::FrameBufferTextures()
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{
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m_fb = 0;
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m_fbBasePass = 0;
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m_fDepthBuffer = 0;
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glGenFramebuffers(1, &m_fb);
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glGenFramebuffers(1, &m_fbBasePass);
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glGenRenderbuffers(1, &m_fDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
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@@ -562,14 +567,14 @@ void Renderer::FrameBufferTextures()
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//Generate and bind normal texture
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glGenTextures(1, &m_fNormalsTexture);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Bind fb
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
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//Attach textures to the FB
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@@ -583,6 +588,29 @@ void Renderer::FrameBufferTextures()
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LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
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//exit(1);
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}
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m_fbLightingPass = 0;
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glGenFramebuffers(1, &m_fbLightingPass);
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glGenTextures(1, &m_fLightingTexture);
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glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbLightingPass);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fLightingTexture, 0);
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fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
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{
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LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
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//exit(1);
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}
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}
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//void Renderer::FrameBufferTextures()
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@@ -654,12 +682,15 @@ void Renderer::FrameBufferTextures()
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void Renderer::DrawFBO()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
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/*
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Base pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
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// Clear G-buffer
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GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, windowBuffClear);
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glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Execute the first render stage which will fill out the internal buffers with data(??)
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@@ -667,35 +698,54 @@ void Renderer::DrawFBO()
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GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, windowBuffOpaque);
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glCullFace(GL_BACK);
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DrawFBOScene();
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// Draw to screen
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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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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/*
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Lighting pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
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GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, lightingPassAttachments);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_SecondPassProgram.Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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glActiveTexture(GL_TEXTURE2);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glCullFace(GL_FRONT);
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DrawLightScene();
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/*
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Final pass
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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//if(!m_QuadView)
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//{
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m_FinalPassProgram.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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// Ambient light
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f)));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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glCullFace(GL_BACK);
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glBindVertexArray(m_ScreenQuad);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@@ -774,7 +824,9 @@ void Renderer::DrawFBOScene()
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MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "ModelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups)
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{
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@@ -792,7 +844,7 @@ void Renderer::DrawLightScene()
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glEnable(GL_BLEND);
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glBlendEquation (GL_FUNC_ADD);
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glBlendFunc(GL_ONE,GL_ONE);
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glDisable (GL_DEPTH_TEST);
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glDepthMask (GL_FALSE);
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glBindVertexArray(m_sphereModel->VAO);
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@@ -802,15 +854,18 @@ void Renderer::DrawLightScene()
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for(int i = 0; i < Lights; i++)
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{
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glm::mat4 MVP = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i];
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MVP = cameraMatrix * lM[i];
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
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glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(lM[i]));
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glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), Light_specular[i].x, Light_specular[i].y, Light_specular[i].z);
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glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), Light_diffuse[i].x, Light_diffuse[i].y, Light_diffuse[i].z);
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glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), Light_position[i].x, Light_position[i].y, Light_position[i].z);
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "la"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f)));
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(Light_specular[i]));
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(Light_diffuse[i]));
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(Light_position[i]));
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), 5.0f);
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glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
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//glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "speculatExponent"), Light_specularExponent[i]);
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glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
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@@ -829,10 +884,11 @@ void Renderer::CreateLightMatrix()
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{
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for(int i = 0; i < Lights; i++)
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{
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const float radius = 5.0f;
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lM[i] = glm::scale(glm::mat4(1.0), glm::vec3(radius, radius, radius));
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lM[i] = glm::translate(lM[i], Light_position[i]);
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lM[i] = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i];
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const float scale = 10.0f;
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glm::mat4 model;
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model *= glm::translate(Light_position[i]);
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model *= glm::scale(glm::vec3(scale));
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lM[i] = model;
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}
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}
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