Merge commit 'e3aab96a750d6e5d6f8ff42ffdb5a23a47ab929d' into render_queue
Conflicts: assets src/GameWorld.cpp src/Renderer.cpp src/Renderer.h src/Systems/RenderSystem.cpp
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+10
-2
@@ -67,7 +67,8 @@ public:
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float _specularExponent,
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float _ConstantAttenuation,
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float _LinearAttenuation,
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float _QuadraticAttenuation
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float _QuadraticAttenuation,
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float _radius
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);
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void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
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@@ -111,7 +112,7 @@ private:
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glm::vec3 Diffuse;
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float SpecularExponent;
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glm::mat4 SphereModelMatrix;
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float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
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float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation, Radius;
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};
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float Gamma;
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@@ -133,6 +134,10 @@ private:
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glm::vec3 m_SunPosition;
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glm::vec3 m_SunTarget;
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glm::mat4 m_SunProjection;
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glm::vec2 m_SunProjection_width;
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glm::vec2 m_SunProjection_height;
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glm::vec2 m_SunProjection_length;
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GLuint m_DebugAABB;
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GLuint m_ShadowFrameBuffer;
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@@ -160,6 +165,7 @@ private:
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ShaderProgram m_SecondPassProgram;
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ShaderProgram m_SecondPassProgram_Debug;
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ShaderProgram m_FinalPassProgram;
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ShaderProgram m_ForwardRendering;
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ShaderProgram m_ShaderProgramNormals;
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ShaderProgram m_ShaderProgramShadows;
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@@ -176,12 +182,14 @@ private:
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void CreateShadowMap(int resolution);
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void FrameBufferTextures();
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void DrawFBO();
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void DrawFBO2();
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void DrawFBOScene(Viewport &viewport);
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void DrawLightScene(Viewport &viewport);
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void BindFragDataLocation();
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glm::mat4 CreateLightMatrix(Light &_light);
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void UpdateSunProjection();
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void CreateNormalMapTangent();
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void ForwardRendering();
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GLuint CreateQuad();
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