Added Comments in Renderer.cpp
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+9
-4
@@ -280,16 +280,19 @@ void Renderer::DrawScene()
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void Renderer::DrawShadowMap()
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void Renderer::DrawShadowMap()
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{
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
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glCullFace(GL_FRONT);
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glCullFace(GL_FRONT); //Make it so that only the back faces are rendered
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//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
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glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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//Creates the "camera" for the shadowmap from the direction of the sun.
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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 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 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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@@ -299,7 +302,9 @@ void Renderer::DrawShadowMap()
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glm::mat4 MVP;
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glm::mat4 MVP;
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m_ShaderProgramShadows.Bind();
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m_ShaderProgramShadows.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
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//For each model, render them to the shadowmap
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for (auto tuple : ModelsToRender)
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for (auto tuple : ModelsToRender)
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{
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{
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Model* model;
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Model* model;
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