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@@ -12,7 +12,7 @@
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#include "modelsystem.h"
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#include "texturesmanager.h"
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extern Shader* g_litShader;
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extern Shader* g_unlitShader;
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static std::string getFileNameWithoutExtension(const std::string& filename)
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{
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@@ -220,7 +220,7 @@ void Model::LoadMtl(const char* filename)
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void Model::Draw(const glm::mat4& model, bool isTransparent /*= false*/)
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{
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SDL_assert(g_litShader);
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SDL_assert(g_unlitShader);
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glFrontFace(GL_CCW);
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glDepthFunc(GL_LESS);
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@@ -236,20 +236,20 @@ void Model::Draw(const glm::mat4& model, bool isTransparent /*= false*/)
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g_renderDevice->SetBlendingFunction(BF_SRC_ALPHA, BF_ONE_MINUS_SRC_ALPHA);
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glm::vec4 color = glm::vec4(1.f, 1.f, 1.f, .5f);
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g_shaderSystem->SetUniformFloat4(g_litShader, UNIFORM_CUSTOM_COLOR, glm::value_ptr(color));
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g_shaderSystem->SetUniformFloat4(g_unlitShader, UNIFORM_CUSTOM_COLOR, glm::value_ptr(color));
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}
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else
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{
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g_renderDevice->SetBlending(false);
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//glm::vec4 color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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//g_shaderSystem->SetUniformFloat4(g_litShader, UNIFORM_CUSTOM_COLOR, glm::value_ptr(color));
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//g_shaderSystem->SetUniformFloat4(g_unlitShader, UNIFORM_CUSTOM_COLOR, glm::value_ptr(color));
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}
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g_renderDevice->SetVerticesBuffer(m_data.vb);
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g_shaderSystem->SetShader(g_litShader);
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g_shaderSystem->SetUniformMatrix(g_litShader, UNIFORM_MODEL_MATRIX, &model[0]);
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g_shaderSystem->SetShader(g_unlitShader);
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g_shaderSystem->SetUniformMatrix(g_unlitShader, UNIFORM_MODEL_MATRIX, &model[0]);
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//static float test = 0.0f;
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//test += g_systemTimer->GetDelta() * 6.0f;
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@@ -277,10 +277,10 @@ void Model::Draw(const glm::mat4& model, bool isTransparent /*= false*/)
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glm::mat4 mvp = glm::identity<glm::mat4>();
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mvp = g_render->GetProjectionMatrix() * g_render->GetViewMatrix() * model;
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g_shaderSystem->SetUniformMatrix(g_litShader, UNIFORM_MVP_MATRIX, &mvp[0]);
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g_shaderSystem->SetUniformMatrix(g_unlitShader, UNIFORM_MVP_MATRIX, &mvp[0]);
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g_texturesManager->SetTexture(0, m_AlbedoTexture);
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g_shaderSystem->SetUniformSampler(g_litShader, SAMPLER_ALBEDO, 0);
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g_shaderSystem->SetUniformSampler(g_unlitShader, SAMPLER_ALBEDO, 0);
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g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_data.vbcount);
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