light working
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@ -54,11 +54,12 @@ namespace SE
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{
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std::vector<vec3> PositionData;
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std::vector<vec2> TexCoordData;
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std::vector<vec3> NormalData;
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std::shared_ptr<VAOHolder> vao;
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std::shared_ptr<VBOHolder> positionVBO;
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std::shared_ptr<VBOHolder> texCoordVBO;
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std::shared_ptr<VBOHolder> normalVBO;
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void RefreshVBO();
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};
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@ -119,6 +119,7 @@ bool TLiteModel::LoadModel(const std::string& s)
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vertexDataStruct.PositionData = res.VertexArr;
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vertexDataStruct.TexCoordData = res.TexCoordArr;
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vertexDataStruct.NormalData = res.NormalArr;
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vertexDataStruct.RefreshVBO();
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/*
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@ -237,12 +238,17 @@ void TLiteModel::DrawVBO()
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EnableVertexAttribArray("vPosition");
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EnableVertexAttribArray("vTexCoord");
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EnableVertexAttribArray("vNormal");
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//Renderer->DrawTriangleList(TriangleList);
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DrawVertexDataStruct(vertexDataStruct);
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DisableVertexAttribArray("vPosition");
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DisableVertexAttribArray("vNormal");
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DisableVertexAttribArray("vTexCoord");
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DisableVertexAttribArray("vPosition");
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RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM, 1);
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@ -267,6 +273,7 @@ void TLiteModel::RotateModel(const mat3& r)
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for (cardinal i = 0; i < TriangleCount * 3; i++)
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{
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vertexDataStruct.PositionData[i] = r * vertexDataStruct.PositionData[i];
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vertexDataStruct.NormalData[i] = r * vertexDataStruct.NormalData[i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i];
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//TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i];
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@ -66,17 +66,37 @@ namespace SE
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glBufferData(GL_ARRAY_BUFFER, TexCoordData.size() * 8, &TexCoordData[0], GL_STATIC_DRAW);
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if (NormalData.size() > 0)
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{
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if (!normalVBO)
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{
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normalVBO = std::make_shared<VBOHolder>();
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}
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glBindBuffer(GL_ARRAY_BUFFER, normalVBO->getBuffer());
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glBufferData(GL_ARRAY_BUFFER, NormalData.size() * 12, &NormalData[0], GL_STATIC_DRAW);
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}
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}
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void DrawVertexDataStruct(const VertexDataStruct& vertexDataStruct)
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{
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static const std::string vTexCoord("vTexCoord");
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static const std::string vPosition("vPosition");
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static const std::string vNormal("vNormal");
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//Check if main thread, check if data is not empty...
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glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.texCoordVBO->getBuffer());
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VertexAttribPointer2fv(vTexCoord, 0, NULL);
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if (vertexDataStruct.normalVBO)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.normalVBO->getBuffer());
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VertexAttribPointer3fv(vNormal, 0, NULL);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.positionVBO->getBuffer());
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VertexAttribPointer3fv(vPosition, 0, NULL);
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@ -73,7 +73,7 @@ void TSimpleLandClass::CreateVBO()
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vertexDataStruct.PositionData.clear();
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vertexDataStruct.TexCoordData.clear();
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vertexDataStruct.NormalData.clear();
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for (i = 0; i < Height - 1; i++)
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{
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for (j = 0; j < Width - 1; j++)
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@ -98,6 +98,16 @@ void TSimpleLandClass::CreateVBO()
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vertexDataStruct.PositionData.push_back(VertexMatrix[k_up].pos);
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vertexDataStruct.PositionData.push_back(VertexMatrix[k_right].pos);
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vertexDataStruct.NormalData.push_back(VertexMatrix[k].norm);
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vertexDataStruct.NormalData.push_back(VertexMatrix[k_right].norm);
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vertexDataStruct.NormalData.push_back(VertexMatrix[k_up].norm);
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vertexDataStruct.NormalData.push_back(VertexMatrix[k_right_up].norm);
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vertexDataStruct.NormalData.push_back(VertexMatrix[k_up].norm);
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vertexDataStruct.NormalData.push_back(VertexMatrix[k_right].norm);
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vertexDataStruct.TexCoordData.push_back({ tx0, ty0 });
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vertexDataStruct.TexCoordData.push_back({ tx1, ty0 });
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vertexDataStruct.TexCoordData.push_back({ tx0, ty1 });
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@ -361,7 +371,7 @@ bool TSimpleLandClass::LoadFromFile(const std::string& filename)
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//Replace old matrices with new
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TriangleMatrix.resize(2*(Width-1)*(Height-1));
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TriangleMatrix.resize(2*(Width)*(Height));
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VertexMatrix = tempVertexMatrix;
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UpdateTriangleMatrix();
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@ -556,12 +566,15 @@ void TSimpleLandClass::DrawVBO()
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EnableVertexAttribArray("vPosition");
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EnableVertexAttribArray("vTexCoord");
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EnableVertexAttribArray("vNormal");
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//Renderer->DrawTriangleList(TriangleList);
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DrawVertexDataStruct(vertexDataStruct);
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DisableVertexAttribArray("vPosition");
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DisableVertexAttribArray("vTexCoord");
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DisableVertexAttribArray("vNormal");
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/*
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@ -876,6 +889,25 @@ void TSimpleLandClass::RecalcNormalVectors()
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{
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int i,j,ifrom,ito,jfrom,jto;
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vec3 v1,v2;
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for (i = 1; i < Height-1; i++)
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{
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for (j = 1; j < Width-1; j++)
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{
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ifrom = i - 1;
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ito = i + 1;
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jfrom = j - 1;
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jto = j + 1;
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v1 = Normalize(VertexMatrix[j + ito * Width].pos - VertexMatrix[j + ifrom * Width].pos);
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v2 = Normalize(VertexMatrix[jto + i * Width].pos - VertexMatrix[jfrom + i * Width].pos);
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VertexMatrix[j+i*Width].norm = CrossProduct(v2, v1);
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}
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}
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/*
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for (i=0;i<Height;i++)
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for (j=0;j<Width;j++)
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@ -894,7 +926,12 @@ void TSimpleLandClass::RecalcNormalVectors()
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VertexMatrix[j+i*Width].tangent = v2;
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VertexMatrix[j+i*Width].norm = CrossProduct(v2, v1);
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if (VertexMatrix[j + i * Width].norm.v[1] < fabs(VertexMatrix[j + i * Width].norm.v[2]))
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{
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std::cout << "Wait..." << std::endl;
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}
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}*/
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}
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