It was one line again.
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5577ab0f0b
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621c355876
3 changed files with 13 additions and 8 deletions
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@ -62,6 +62,10 @@
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"light_bulb": {
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"directory": "assets",
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"model_path": "light_bulb.glb"
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},
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"human": {
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"directory": "../assets",
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"model_path": "human.glb"
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}
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},
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"things": [
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@ -73,15 +77,15 @@
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"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
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"scale": 1.0,
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"material": "shiny"},
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{"model": "marble_cube", "position": [1.28, 0.0, 1.33],
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{"model": "human", "position": [1.28, 0.0, 1.33],
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"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
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"scale": 1.0,
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"material": "default"},
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{"model": "marble_cube", "position": [1.28, 0.0, 1.85],
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{"model": "human", "position": [1.28, 0.0, 1.85],
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"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
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"scale": 1.0,
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"material": "shiny"},
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{"model": "marble_cube", "position": [3.13, 0.80, 3.04],
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{"model": "human", "position": [3.13, 0.80, 3.04],
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"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
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"scale": 1.0,
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"material": "shiny"},
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@ -53,8 +53,6 @@ void Scene::render_scene(GLFWwindow* window, Shader& with_shader) {
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}
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void Scene::render_shadows(GLFWwindow* window) {
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// temporarily use the config.json positioned even though this is doing a directional
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auto& light_pos = light.positioned.at(0).position;
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@ -69,12 +67,16 @@ void Scene::render_shadows(GLFWwindow* window) {
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depth_shader.setFloat("far_plane", depth_far_plane);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, depth_FBO);
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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render_scene(window, depth_shader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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@ -98,6 +100,7 @@ void Scene::render(GLFWwindow* window) {
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framebuffer.begin();
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render_scene(window, with_shader);
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render_skybox();
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framebuffer.commit();
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framebuffer.draw(screen);
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@ -163,7 +166,6 @@ void Scene::init_shadows() {
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}
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void Scene::init_skybox() {
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dbc::sentinel("DISABLED, do not run me.");
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glBindVertexArray(skyboxVAO);
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glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
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@ -216,7 +218,6 @@ void Scene::load_skybox_textures() {
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}
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void Scene::render_skybox() {
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dbc::sentinel("DISABLED, do not run me.");
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glDepthFunc(GL_LEQUAL);
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skybox_shader.use();
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glm::mat4 view = glm::mat4(glm::mat3(camera.look_at()));
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@ -117,7 +117,7 @@ struct Scene {
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framebuffer.init();
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screen.init();
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// init_skybox();
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init_skybox();
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init_shadows();
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init_debug();
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}
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