OpenGL renderer back in working condition
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@@ -104,8 +104,8 @@ set(SOURCE_FILES
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${SOURCE_FILES_Core_Util}
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${SOURCE_FILES_Input}
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${SOURCE_FILES_Rendering}
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#${SOURCE_FILES_Rendering_OpenGL}
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${SOURCE_FILES_Rendering_DirectX}
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${SOURCE_FILES_Rendering_OpenGL}
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#${SOURCE_FILES_Rendering_DirectX}
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${SOURCE_FILES_Transform}
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${SOURCE_FILES_Physics}
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${SOURCE_FILES_Game}
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@@ -22,16 +22,6 @@
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dd::Model::Model(std::string fileName)
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: RawModel(fileName)
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{
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auto m = scene->mRootNode->mTransformation;
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m_Matrix = glm::mat4(
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m.a1, m.a2, m.a3, m.a4,
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m.b1, m.b2, m.b3, m.b4,
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m.c1, m.c2, m.c3, m.c4,
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m.d1, m.d2, m.d3, m.d4
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);
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m_Matrix = glm::transpose(m_Matrix);
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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@@ -416,26 +416,26 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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if (modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *modelJob->DiffuseTexture);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *m_ErrorTexture);
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glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
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}
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if (modelJob->NormalTexture != nullptr) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, *modelJob->NormalTexture);
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glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
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glBindTexture(GL_TEXTURE_2D, m_StandardNormal->m_Texture);
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}
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if (modelJob->SpecularTexture != nullptr) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, *modelJob->SpecularTexture);
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glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
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glBindTexture(GL_TEXTURE_2D, m_StandardSpecular->m_Texture);
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}
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if (modelJob->Skeleton != nullptr) {
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@@ -470,11 +470,11 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *spriteJob->DiffuseTexture);
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, *spriteJob->NormalTexture);
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glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture->m_Texture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, *spriteJob->SpecularTexture);
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glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture->m_Texture);
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glBindVertexArray(m_UnitQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
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@@ -542,7 +542,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
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glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
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glBindTexture(GL_TEXTURE_2D, m_WhiteSphereTexture->m_Texture);
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glBindVertexArray(m_UnitQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
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@@ -695,7 +695,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
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glUniform4fv(glGetUniformLocation(*m_SpScreen, "Color"), 1, glm::value_ptr(frameJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *frameJob->DiffuseTexture);
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glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture->m_Texture);
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//glActiveTexture(GL_TEXTURE1);
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//glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture);
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//glActiveTexture(GL_TEXTURE2);
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