Split screen working
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+91
-59
@@ -636,77 +636,90 @@ void Renderer::DrawFBO()
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{
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DrawShadowMap();
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/*
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for (auto &pair : m_Viewports)
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{
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Viewport &viewport = pair.second;
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if (!viewport.Camera)
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continue;
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int x = viewport.Left * m_Width;
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int y = viewport.Top * m_Height;
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int width = (viewport.Right - viewport.Left) * m_Width;
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int height = (viewport.Bottom - viewport.Top) * m_Height;
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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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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
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glViewport(0, 0, m_Width, m_Height);
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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.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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.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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m_FirstPassProgram.Bind();
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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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// Execute the first render stage which will fill out the internal buffers with data(??)
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m_FirstPassProgram.Bind();
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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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glCullFace(GL_BACK);
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DrawFBOScene(viewport);
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glViewport(0, 0, m_Width, m_Height);
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DrawFBOScene();
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/*
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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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*/
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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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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_fPositionTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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m_SecondPassProgram.Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
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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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glCullFace(GL_FRONT);
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DrawLightScene(viewport);
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/*
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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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*/
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glViewport(x, y, width, height);
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glClear(GL_DEPTH_BUFFER_BIT);
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m_FinalPassProgram.Bind();
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m_FinalPassProgram.Bind();
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// Ambient light
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
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glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
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// Ambient light
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
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glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
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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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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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glDrawArrays(GL_TRIANGLES, 0, 6);
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glCullFace(GL_BACK);
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glBindVertexArray(m_ScreenQuad);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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}
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void Renderer::DrawFBOScene()
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void Renderer::DrawFBOScene(Viewport &viewport)
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{
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// glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
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// glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
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// glCullFace(GL_BACK); //Make it so that only the back faces are rendered
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
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glm::mat4 MVP;
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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@@ -737,8 +750,8 @@ void Renderer::DrawFBOScene()
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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(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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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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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.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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@@ -767,8 +780,8 @@ void Renderer::DrawFBOScene()
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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(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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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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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *texture);
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@@ -779,7 +792,7 @@ void Renderer::DrawFBOScene()
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void Renderer::DrawLightScene()
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void Renderer::DrawLightScene(Viewport &viewport)
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{
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glEnable(GL_BLEND);
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glBlendEquation (GL_FUNC_ADD);
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@@ -789,7 +802,7 @@ void Renderer::DrawLightScene()
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glDepthMask (GL_FALSE);
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glBindVertexArray(m_sphereModel->VAO);
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
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glm::mat4 MVP;
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for (auto &light : Lights)
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@@ -798,13 +811,13 @@ void Renderer::DrawLightScene()
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glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_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(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
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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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glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), viewport.Camera->Position().x, viewport.Camera->Position().y, viewport.Camera->Position().z);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
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@@ -868,16 +881,35 @@ void Renderer::UpdateSunProjection()
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//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
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}
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void Renderer::CreateViewport(int identifier, float left, float top, float right, float bottom)
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void Renderer::RegisterViewport(int identifier, float left, float top, float right, float bottom)
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{
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Viewport v;
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v.Left = left;
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v.Top = top;
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v.Right = right;
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v.Bottom = bottom;
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v.Camera = nullptr;
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m_Viewports[identifier] = v;
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}
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void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
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{
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m_Cameras[identifier] = std::make_shared<Camera>(FOV, (float)m_Width / m_Height, nearClip, farClip);
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}
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void Renderer::UpdateViewport(int viewportIdentifier, int cameraIdentifier)
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{
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auto &viewport = m_Viewports[viewportIdentifier];
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auto camera = m_Cameras[cameraIdentifier];
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camera->AspectRatio(((viewport.Right - viewport.Left) * m_Width) / ((viewport.Bottom - viewport.Top) * m_Height));
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viewport.Camera = camera;
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}
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void Renderer::UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip)
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{
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m_Cameras[cameraIdentifier]->Position(position);
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m_Cameras[cameraIdentifier]->Orientation(orientation);
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m_Cameras[cameraIdentifier]->FOV(FOV);
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m_Cameras[cameraIdentifier]->NearClip(nearClip);
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m_Cameras[cameraIdentifier]->FarClip(farClip);
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}
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