Started on deferred rendering framework.
This commit is contained in:
+157
-35
@@ -72,6 +72,8 @@ void Renderer::Initialize()
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glEnable(GL_DEPTH_TEST);
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LoadContent();
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FrameBufferTextures();
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}
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void Renderer::LoadContent()
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@@ -110,6 +112,11 @@ void Renderer::LoadContent()
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m_ShaderProgramSkybox.Compile();
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m_ShaderProgramSkybox.Link();
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/First_pass.vert.glsl")));
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/First_pass.frag.glsl")));
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m_FirstPassProgram.Compile();
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m_FirstPassProgram.Link();
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m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
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m_DebugAABB = CreateAABB();
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@@ -147,43 +154,17 @@ void Renderer::Draw(double dt)
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{
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glDisable(GL_BLEND);
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DrawSkybox();
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DrawShadowMap();
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DrawScene();
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#ifdef DEBUG
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// Draw bounding boxes
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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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{
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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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// Model matrix
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// Color
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glm::vec4 color(1.f, 1.f, 1.f, 0.f);
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if (colliding)
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color = glm::vec4(1.f, 0.f, 0.f, 0.f);
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glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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}
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}
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DrawDebugShadowMap();
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#endif
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DrawFBO();
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ClearStuff();
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glfwSwapBuffers(m_Window);
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}
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#pragma region TempRegion
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void Renderer::DrawSkybox()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -199,8 +180,8 @@ void Renderer::DrawSkybox()
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void Renderer::DrawScene()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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@@ -537,6 +518,7 @@ GLuint Renderer::CreateSkybox()
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return vao;
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}
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void Renderer::ClearStuff()
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{
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AABBsToRender.clear();
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@@ -549,4 +531,144 @@ void Renderer::ClearStuff()
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Light_quadraticAttenuation.clear();
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Light_spotExponent.clear();
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Lights = 0;
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}
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}
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#pragma endregion
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void Renderer::FrameBufferTextures()
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{
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m_fb = 0;
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glGenFramebuffers(1, &m_fb);
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GLERROR("GLERROR: Failed to generate frame buffer");
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glGenTextures(1, &m_fb_PositionTexture);
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GLERROR("GLERROR: Failed to generate Position texture");
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glBindTexture(GL_TEXTURE_2D, m_fb_PositionTexture);
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GLERROR("GLERROR: Failed to bind Position texture");
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGB16F,
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WIDTH,
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HEIGHT,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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NULL
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);
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GLERROR("GLERROR: Failed to generate Position texture image");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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GLERROR("GLERROR: Failed to generate Position Parameters");
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glGenTextures(1, &m_fb_NormalsTexture);
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GLERROR("GLERROR: Failed to generate Normal texture");
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glBindTexture(GL_TEXTURE_2D, m_fb_NormalsTexture);
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GLERROR("GLERROR: Failed to bind Normal texture");
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGB16F,
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WIDTH,
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HEIGHT,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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NULL
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);
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GLERROR("GLERROR: Failed to generate Normal texture image");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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GLERROR("GLERROR: Failed to generate Normals Parameters");
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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GLERROR("GLERROR: Failed to bind framebuffer");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fb_PositionTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fb_NormalsTexture, 0);
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GLERROR("GLERROR: Failed to FrameBufferTexture2D");
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m_rb = 0;
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glGenRenderbuffers(1, &m_rb);
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GLERROR("GLERROR: Failed to generate RenderBuffer");
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glBindRenderbuffer(GL_RENDERBUFFER, m_rb);
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GLERROR("GLERROR: Failed to bind RenderBuffer");
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rb);
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draw_bufs[1] = GL_COLOR_ATTACHMENT0;
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draw_bufs[2] = GL_COLOR_ATTACHMENT1;
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}
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void Renderer::DrawFBO()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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#ifdef DEBUG
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_BACK, GL_LINE);
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#endif
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// Draw models
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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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m_ShaderProgram.Bind();
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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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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
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glm::mat4 MVP;
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glm::mat4 depthMVP;
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for (auto tuple : ModelsToRender)
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{
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Model* model;
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glm::mat4 modelMatrix;
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bool visible;
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std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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if (!visible)
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continue;
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * 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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// 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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{
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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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}
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#endif
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//glDrawBuffers(2, draw_bufs);
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}
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