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@@ -205,6 +205,8 @@ SceneManager* g_sceneManager;
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SceneManager::SceneManager()
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{
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m_sceneLoaded = false;
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DLightManager::GetInstance()->Clear();
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}
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SceneManager::~SceneManager()
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@@ -214,6 +216,8 @@ SceneManager::~SceneManager()
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void SceneManager::loadScene(const char* filename)
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{
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unloadIfScenePresent();
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char filenameBuffer[kMaxPathLength];
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snprintf(filenameBuffer, kMaxPathLength, "data/levels/%s/%s.xml", filename, filename);
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@@ -478,6 +482,8 @@ void SceneManager::unloadScene()
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m_sceneMeshes.clear();
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DLightManager::GetInstance()->Clear();
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m_sceneLoaded = false;
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}
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@@ -777,7 +783,14 @@ void SceneStaticMesh::LoadMtl(const char* filename)
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char stupidBuffer[1000];
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fgets(stupidBuffer, 1000, file);
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const char* textureFilename = stupidBuffer + 1;
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char* textureFilename = stupidBuffer + 1;
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int str_len = strlen(textureFilename);
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if (textureFilename[str_len - 1] == '\n')
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textureFilename[str_len - 1] = '\0';
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m_albedoTexture = g_texturesManager->LoadTexture2D(textureFilename, true);
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}
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@@ -799,7 +812,7 @@ void SceneStaticMesh::LoadMtl(const char* filename)
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static glm::mat4 s_identity = glm::mat4(1.0f);
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void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albedoTexture)
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void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albedoTexture, DLight* light)
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{
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extern Shader* g_unlitShader;
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extern Shader* g_litShader;
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@@ -807,7 +820,7 @@ void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albed
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SDL_assert(g_unlitShader);
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SDL_assert(g_litShader);
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Shader* shader = g_litShader;
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Shader* shader = light ? g_litShader : g_unlitShader;
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g_shaderSystem->SetShader(shader);
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@@ -825,17 +838,22 @@ void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albed
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if (shader->HasUniform(UNIFORM_SUN_DIRECTION))
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{
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glm::vec4 lightPos = glm::vec4(1.0f, 1.0f, 1.0f, 0.0f);
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// g_debugRender->DrawAxis(glm::vec3(lightPos));
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Camera* camera = g_cameraManager.GetActiveCamera();
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if (camera)
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lightPos = glm::vec4(camera->GetPosition(), 1.0f);
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glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
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if (light)
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lightPos = glm::vec4(light->position, light->radius);
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g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_DIRECTION, &lightPos);
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}
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if (shader->HasUniform(UNIFORM_SUN_COLOR))
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{
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glm::vec4 lightColor = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
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if (light)
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lightColor = glm::vec4(light->color, 1.0f);
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g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_COLOR, &lightColor);
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}
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if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
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{
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glm::vec4 lightColor = glm::vec4(0.1f);
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@@ -854,14 +872,149 @@ void SceneStaticMesh::RenderObjects()
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g_renderDevice->SetCullFace(true);
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g_renderDevice->SetDepthTest(true);
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g_renderDevice->SetDepthWrite(true);
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g_renderDevice->SetBlending(false);
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g_renderDevice->SetVerticesBuffer(m_vb);
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int numlights = DLightManager::GetInstance()->GetNumLights();
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if (!numlights)
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{
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g_renderDevice->SetVerticesBuffer(m_vb);
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R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture);
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R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture, nullptr);
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g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
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g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
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g_NumModels++;
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g_NumModels++;
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}
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else
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{
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// first pass
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g_renderDevice->SetVerticesBuffer(m_vb);
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R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture, DLightManager::GetInstance()->GetDLight(0));
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g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
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g_NumModels++; // overdraw YAAAY
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if (numlights > 1)
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{
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// fragment passed, can turn off depth write
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g_renderDevice->SetDepthWrite(false);
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// testing only written fragments
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glDepthFunc(GL_EQUAL);
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// additive blending
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g_renderDevice->SetBlending(true);
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g_renderDevice->SetBlendingFunction(BF_ONE, BF_ONE);
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glBlendFunc(GL_ONE, GL_ONE);
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for (int i = 1; i < numlights; i++)
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{
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g_renderDevice->SetVerticesBuffer(m_vb);
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R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture, DLightManager::GetInstance()->GetDLight(i));
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g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
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g_NumModels++; // overdraw YAAAY
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}
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g_renderDevice->SetBlending(false);
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glDepthFunc(GL_LESS);
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}
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}
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}
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DLightManager* DLightManager::GetInstance()
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{
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static DLightManager instance;
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return &instance;
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}
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DLight* DLightManager::AllocLight()
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{
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return &m_dlights[m_numdlights++];
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}
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void DLightManager::Clear()
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{
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memset(m_dlights, 0, sizeof(m_dlights));
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m_numdlights = 0;
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}
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DLight* DLightManager::GetDLight(int index)
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{
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if (index >= m_numdlights)
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Core::Error("DLightManager::GetDLight: index is out of range");
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return &m_dlights[index];
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}
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int DLightManager::GetNumLights()
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{
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return m_numdlights;
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}
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//void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albedoTexture)
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//{
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// extern Shader* g_unlitShader;
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// extern Shader* g_litShader;
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//
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// SDL_assert(g_unlitShader);
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// SDL_assert(g_litShader);
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//
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// Shader* shader = g_litShader;
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//
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// g_shaderSystem->SetShader(shader);
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//
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// g_shaderSystem->SetUniformMatrix(shader, UNIFORM_MODEL_MATRIX, &worldMatrix[0]);
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//
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// glm::mat4 mvp = g_render->GetProjectionMatrix() * g_render->GetViewMatrix() * worldMatrix;
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// g_shaderSystem->SetUniformMatrix(shader, UNIFORM_MVP_MATRIX, &mvp[0]);
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//
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// Camera* camera = g_cameraManager.GetActiveCamera();
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// if (camera && shader->HasUniform(UNIFORM_CAMERA_POS))
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// {
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// glm::vec4 campos = glm::vec4(camera->GetPosition(), 1.0f);
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// g_shaderSystem->SetUniformFloat4(shader, UNIFORM_CAMERA_POS, &campos);
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// }
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//
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// if (shader->HasUniform(UNIFORM_SUN_DIRECTION))
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// {
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// glm::vec4 lightPos = glm::vec4(1.0f, 1.0f, 1.0f, 0.0f);
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//
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// // g_debugRender->DrawAxis(glm::vec3(lightPos));
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//
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// Camera* camera = g_cameraManager.GetActiveCamera();
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// if (camera)
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// lightPos = glm::vec4(camera->GetPosition(), 1.0f);
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//
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// g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_DIRECTION, &lightPos);
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// }
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//
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// if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
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// {
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// glm::vec4 lightColor = glm::vec4(0.1f);
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// g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
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// }
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//
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// g_texturesManager->SetTexture(0, albedoTexture);
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// g_shaderSystem->SetUniformSampler(shader, SAMPLER_ALBEDO, 0);
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//}
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//
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//void SceneStaticMesh::RenderObjects()
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//{
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// glFrontFace(GL_CCW);
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// glDepthFunc(GL_LESS);
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//
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// g_renderDevice->SetCullFace(true);
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// g_renderDevice->SetDepthTest(true);
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// g_renderDevice->SetDepthWrite(true);
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//
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// g_renderDevice->SetBlending(false);
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//
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// g_renderDevice->SetVerticesBuffer(m_vb);
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//
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// R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture);
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//
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// g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
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//
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// g_NumModels++;
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//}
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