Base lightrendering started, still some work to be done.
This commit is contained in:
+41
-7
@@ -33,6 +33,7 @@
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#include "Rendering/CModel.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "CTemplate.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Transform/TransformSystem.h"
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namespace dd
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namespace dd
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@@ -61,8 +62,30 @@ public:
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->Initialize();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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{
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auto t_BrickWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
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transform->Position = glm::vec3(-2.f, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
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//TODO: Rename SpriteFile to DiffuseTexture or similar.
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sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
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sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
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sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
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}
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(-1.f, 0.f, -9.f);
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auto plight = m_World->AddComponent<Components::PointLight>(t_Light);
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plight->Radius = 10.f;
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}
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{
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{
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auto ent = m_World->CreateEntity();
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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@@ -145,19 +168,21 @@ public:
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}
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}
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}
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}
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//TODO: Add LightLoadShit
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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if (spriteComponent)
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{
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{
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auto textureAsset = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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if (textureAsset)
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auto texturenorm = ResourceManager::Load<Texture>(spriteComponent->NormalTexture);
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{
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auto texturespec = ResourceManager::Load<Texture>(spriteComponent->SpecularTexture);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(textureAsset, modelMatrix, spriteComponent->Color);
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
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}
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}
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}
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}
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}
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@@ -186,17 +211,26 @@ public:
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}
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}
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// TODO: Get this out of engine.h
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix, glm::vec4 color)
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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color)
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{
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{
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SpriteJob job;
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.TextureID = texture->ResourceID;
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job.Texture = *texture;
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job.DiffuseTexture = *texture;
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job.NormalTexture = *normalTexture;
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job.SpecularTexture = *specularTexture;
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job.ModelMatrix = modelMatrix;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.Color = color;
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m_RendererQueue.Forward.Add(job);
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m_RendererQueue.Forward.Add(job);
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}
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}
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void EnQueuePointLight(glm::vec3* position)
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{
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PointLightJob job;
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job.Position = *position;
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}
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private:
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private:
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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std::shared_ptr<EventBroker> m_EventBroker;
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Regular → Executable
+3
-1
@@ -89,7 +89,9 @@ struct SpriteJob : RenderJob
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unsigned int TextureID;
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unsigned int TextureID;
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glm::mat4 ModelMatrix;
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glm::mat4 ModelMatrix;
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GLuint Texture;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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GLuint SpecularTexture;
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glm::vec4 Color;
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glm::vec4 Color;
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void CalculateHash() override
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void CalculateHash() override
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Regular → Executable
+2
@@ -34,6 +34,8 @@ struct Sprite : Component
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Sprite() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)) { }
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Sprite() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)) { }
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std::string SpriteFile;
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std::string SpriteFile;
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std::string NormalTexture;
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std::string SpecularTexture;
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glm::vec4 Color;
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glm::vec4 Color;
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};
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};
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@@ -306,6 +306,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
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//TODO: Make sure that a normal/specular is loaded in.
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glActiveTexture(GL_TEXTURE0);
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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);
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if (modelJob->NormalTexture != 0) {
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if (modelJob->NormalTexture != 0) {
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@@ -335,7 +336,11 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture);
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glBindVertexArray(m_ScreenQuad);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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Regular → Executable
+1
-1
@@ -65,7 +65,7 @@ void main()
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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}
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gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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Regular → Executable
+2
-2
@@ -84,6 +84,6 @@ void main()
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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//FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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FragmentColor = diffuseTexel;
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//FragmentColor = diffuseTexel;
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}
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}
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@@ -24,7 +24,7 @@ dd::Texture::Texture(std::string path)
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std::unique_ptr<Image> image = std::make_unique<PNG>(path);
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std::unique_ptr<Image> image = std::make_unique<PNG>(path);
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if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
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if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
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image = std::make_unique<PNG>("Textures/ErrorTexture.png");
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image = std::make_unique<PNG>("Textures/Core/ErrorTexture.png");
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if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
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if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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return;
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