some fixes
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9b3d12dfeb
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3118118953
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@ -326,52 +326,54 @@ void OpenGLController::updateScene()
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// tell sampler to use texture unit 0
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glUniform1i(gluiSamplerID, 0);
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int instanceOffset(0);
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for (unsigned int modelIndex = 0; modelIndex < vModels->size(); modelIndex++)
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if (vModels != NULL)
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{
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// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
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if (vModels->at(modelIndex)->type == null ||
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vModels->at(modelIndex)->type == bone ||
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vModels->at(modelIndex)->type == shadowMesh ||
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vModels->at(modelIndex)->renderFlags == 1)
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continue;
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int instanceOffset(0);
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for (auto& segIt : vModels->at(modelIndex)->segmLst)
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for (unsigned int modelIndex = 0; modelIndex < vModels->size(); modelIndex++)
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{
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// give texture to the shader
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std::uint32_t tempTexIndex = segIt->textureIndex >= vTextures.size() ? vTextures.size() - 1 : segIt->textureIndex;
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// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
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if (vModels->at(modelIndex)->type == null ||
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vModels->at(modelIndex)->type == bone ||
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vModels->at(modelIndex)->type == shadowMesh ||
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vModels->at(modelIndex)->renderFlags == 1)
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continue;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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vTextures[tempTexIndex]->alpha ? GL_RGBA : GL_RGB,
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vTextures[tempTexIndex]->width,
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vTextures[tempTexIndex]->height,
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0,
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vTextures[tempTexIndex]->alpha ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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vTextures[tempTexIndex]->data->data()
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);
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for (auto& segIt : vModels->at(modelIndex)->segmLst)
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{
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// give texture to the shader
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std::uint32_t tempTexIndex = segIt->textureIndex >= vTextures.size() ? vTextures.size() - 1 : segIt->textureIndex;
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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vTextures[tempTexIndex]->alpha ? GL_RGBA : GL_RGB,
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vTextures[tempTexIndex]->width,
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vTextures[tempTexIndex]->height,
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0,
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vTextures[tempTexIndex]->alpha ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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vTextures[tempTexIndex]->data->data()
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);
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// give the MVP to the shader
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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glGenerateMipmap(GL_TEXTURE_2D);
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// calculate the number of vertex
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unsigned int vertexCount(0);
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for (auto& it : segIt->meshIndices)
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vertexCount += (it.size() - 2) * 3;
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// give the MVP to the shader
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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// calculate the number of vertex
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unsigned int vertexCount(0);
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for (auto& it : segIt->meshIndices)
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vertexCount += (it.size() - 2) * 3;
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glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
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glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
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// increase the offset
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instanceOffset += vertexCount;
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// increase the offset
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instanceOffset += vertexCount;
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}
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}
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}
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glfwSwapBuffers(pWindow);
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glfwPollEvents();
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}
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@ -17,7 +17,9 @@ int main(int argc, char** argv)
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else
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scene = OpenGLController::getInstance();
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#ifdef _DEBUG
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scene->loadMsh("..\\Release\\Msh\\quadPoly.msh");
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#endif // DEBUG
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do {
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scene->updateScene();
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