Semi-working world rendering
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+8
-4
@@ -53,7 +53,9 @@ public:
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m_Camera = camera;
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}
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void Draw(RenderQueue &rq);
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void DrawFrame(RenderQueue &rq);
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void DrawWorld(RenderQueue &rq);
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void Swap();
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#pragma endregion
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@@ -70,6 +72,8 @@ public:
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float _QuadraticAttenuation,
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float _radius
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);
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void ClearPointLights();
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void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
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void LoadContent();
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@@ -178,13 +182,13 @@ private:
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void ClearStuff();
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void DrawScene();
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void DrawModels(ShaderProgram &shader);
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void DrawShadowMap();
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void DrawShadowMap(RenderQueue &rq);
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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 DrawFBOScene(RenderQueue &rq);
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void DrawLightScene(RenderQueue &rq);
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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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