Fixed being able to draw sprites and normal/specular maps for terrain
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+31
-1
@@ -490,6 +490,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(modelJob->Color));
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glBindVertexArray(modelJob->VAO);
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@@ -509,6 +510,23 @@ void Renderer::ForwardRendering(RenderQueue &rq)
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continue;
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}
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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if (spriteJob)
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{
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
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glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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continue;
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}
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}
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//glDepthMask (GL_TRUE);
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//glDisable (GL_BLEND);
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@@ -1142,9 +1160,21 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRed);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRedNormal);
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glActiveTexture(GL_TEXTURE6);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRedSpecular);
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreenNormal);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreenSpecular);
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glActiveTexture(GL_TEXTURE10);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlue);
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glActiveTexture(GL_TEXTURE11);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlueNormal);
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glActiveTexture(GL_TEXTURE12);
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glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlueSpecular);
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glDrawArrays(GL_TRIANGLES, blendMapJob->StartIndex, blendMapJob->EndIndex - blendMapJob->StartIndex + 1);
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