Split screen working
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+9
-3
@@ -35,7 +35,11 @@ public:
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void Draw(double dt);
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void DrawText();
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void CreateViewport(int identifier, float left, float top, float right, float bottom);
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void RegisterViewport(int identifier, float left, float top, float right, float bottom);
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void RegisterCamera(int identifier, float FOV, float nearClip, float farClip);
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void UpdateViewport(int viewportIdentifier, int cameraIdentifier);
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void UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip);
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void AddModelToDraw(Model* model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster);
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void AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
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void AddTextToDraw();
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@@ -74,9 +78,11 @@ private:
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float Top;
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float Right;
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float Bottom;
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std::shared_ptr<Camera> Camera;
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};
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std::unordered_map<int, Viewport> m_Viewports;
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std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
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struct Light
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{
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@@ -152,8 +158,8 @@ 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 DrawFBOScene();
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void DrawLightScene();
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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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