Port from tinygltf to fx-gltf
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@@ -2,9 +2,7 @@
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#include "Mesh.h"
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#include "ShaderProgram.h"
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#include "VertexArray.h"
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#include "resources/CubeMap.h"
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#include "resources/Model.h"
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#include "resources/ResourceHandler.h"
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -117,8 +115,8 @@ void ModelEntity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition) const
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Skybox::Skybox(Prototype prototype, Model *cubeModel, ShaderProgram *shaderProgram)
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: m_cubeModel(cubeModel), m_shaderProgram(shaderProgram), m_vertexArray(cubeModel->getMesh(0)->getVertexArray())
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{
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m_cubeMap =
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ResourceHandler::instance().registerResource<TextureCubeMap>(TextureCubeMapDescriptor{prototype.texturePath});
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// m_cubeMap =
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// ResourceHandler::instance().registerResource<TextureCubeMap>(TextureCubeMapDescriptor{prototype.texturePath});
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}
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Skybox::~Skybox()
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@@ -146,10 +144,10 @@ void Skybox::draw(glm::mat4 viewMatrix, glm::mat4 projectionMatrix)
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m_shaderProgram->setUniform("u_viewProjectionMatrix", viewProjectionMatrix);
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auto cubeMap = std::static_pointer_cast<TextureCubeMap>(ResourceHandler::instance().resource(m_cubeMap));
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cubeMap->bind(m_shaderProgram);
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m_cubeModel->getMesh(0)->drawWithoutTextures();
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cubeMap->unbind();
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// auto cubeMap = std::static_pointer_cast<TextureCubeMap>(ResourceHandler::instance().resource(m_cubeMap));
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// cubeMap->bind(m_shaderProgram);
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// m_cubeModel->getMesh(0)->drawWithoutTextures();
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// cubeMap->unbind();
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m_shaderProgram->unbind();
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glDepthMask(GL_TRUE);
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