Removed unused code.
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@@ -143,7 +143,6 @@ void Renderer::LoadContent()
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void Renderer::Draw(double dt)
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{
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if(glfwGetKey(m_Window, GLFW_KEY_F1))
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{
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m_QuadView = false;
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@@ -204,9 +203,6 @@ void Renderer::Draw(double dt)
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}
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}
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glDisable(GL_BLEND);
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DrawFBO();
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@@ -230,87 +226,6 @@ void Renderer::DrawSkybox()
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m_Skybox->Draw();
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}
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void Renderer::DrawScene()
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{
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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#ifdef DEBUG
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_BACK, GL_LINE);
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#endif
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// Draw models
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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m_ShaderProgram.Bind();
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glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights.size());
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// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
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// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
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// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
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// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights.size(), Light_constantAttenuation.data());
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// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data());
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// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data());
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// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), Light_spotExponent.data());
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if (m_DrawWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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//DrawModels(m_ShaderProgram);
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
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glm::mat4 MVP;
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glm::mat4 depthMVP;
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for (auto tuple : ModelsToRender)
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{
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Model* model;
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glm::mat4 modelMatrix;
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bool visible;
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std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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if (!visible)
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continue;
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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}
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#ifdef DEBUG
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// Debug draw model normals
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if (m_DrawNormals)
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{
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels(m_ShaderProgramNormals);
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}
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#endif
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}
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void Renderer::DrawShadowMap()
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{
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glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
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