added imesh, a unique mesh class that will replace all others
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92c40cff48
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c20ad01d73
@ -8,8 +8,8 @@ class GridMesh : public StandardMesh
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public:
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GridMesh(int width, int height, bool alternate);
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private:
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int m_height;
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int m_width;
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int m_height;
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int getVertexId(int i, int j);
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};
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139
imesh.cpp
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139
imesh.cpp
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@ -0,0 +1,139 @@
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#include "imesh.h"
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#include "glassert.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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IMesh::~IMesh()
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{
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destroyGL();
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}
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void IMesh::addVertex(float x, float y, float z)
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{
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addVertex((glm::vec3(x, y, z));
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}
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void IMesh::addVertex(glm::vec3 &position)
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{
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positions.push_back(position);
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}
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void IMesh::addVertex(glm::vec3 &position, glm::vec3 &normal)
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{
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addVertex(position);
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normals.push_back(normal);
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}
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void IMesh::addVertex(glm::vec3 &position, glm::vec2 &texCoord)
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{
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addVertex(position);
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texCoords.push_back(texCoord);
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}
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void IMesh::addVertex(glm::vec3 &position, glm::vec3 &normal, glm::vec2 &texCoord)
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{
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addVertex(position, normal);
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texCoords.push_back(texCoord);
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}
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void IMesh::addFace(int i1, int i2, int i3)
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{
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if(!locked)
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{
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indices.push_back(i1);
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indices.push_back(i2);
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indices.push_back(i3);
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}
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}
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void IMesh::computeFaceNormals()
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{
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}
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void IMesh::computeVertexNormals()
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{
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}
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void IMesh::computeTangents()
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{
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}
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bool IMesh::hasNormals()
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{
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return normals.size() != 0;
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}
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bool IMesh::hasTexCoords()
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{
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return texCoords.size() != 0;
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}
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bool IMesh::hasTangents()
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{
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return tangents.size() != 0;
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}
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void IMesh::initGL(bool isDynamic)
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{
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if(locked)
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destroyGL();
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GLenum buffer_type = isDynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
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// create VAO
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glAssert(glGenVertexArrays(1, &vao));
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glAssert(glBindVertexArray(vao));
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// create VBOs
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glAssert(glGenBuffers(NB_BUFFERS, vbo));
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// init positions vbo
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glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[POSITION_BUFFER]));
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glAssert(glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(glm::vec3), positions.data(), buffer_type));
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// init normals vbo
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glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]));
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glAssert(glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), buffer_type));
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// init texCoords vbo
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glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]));
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glAssert(glBufferData(GL_ARRAY_BUFFER, texCoords.size() * sizeof(glm::vec2), texCoords.data(), buffer_type));
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// init tangents vbo
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glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TANGENT_BUFFER]));
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glAssert(glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3)*2, tangents.data(), buffer_type));
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// init indices vbo
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glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[INDICES_BUFFER]));
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glAssert(glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), buffer_type));
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// unbind vao
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glAssert(glBindVertexArray(0));
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locked = true;
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}
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void IMesh::destroyGL()
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{
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if(locked)
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{
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locked = false;
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glAssert(glDeleteVertexArrays(1, &vao));
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glAssert(glDeleteBuffers(2, vbo));
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}
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}
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void IMesh::draw()
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{
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if(locked)
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{
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glAssert(glBindVertexArray(vao));
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glAssert(glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, indices.data()));
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}
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}
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59
imesh.h
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59
imesh.h
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@ -0,0 +1,59 @@
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#ifndef IMESH_H
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#define IMESH_H
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#include <glew/glew.h>
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#include <vector>
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#include <glm/vec3.hpp>
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#include <glm/vec2.hpp>
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class IMesh
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{
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protected:
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enum {POSITION_BUFFER, NORMAL_BUFFER, TEXCOORD_BUFFER, TANGENT_BUFFER, INDICES_BUFFER, NB_BUFFERS};
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typedef struct
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{
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glm::vec3 tangent;
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glm::vec3 bitangent;
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} Tangents;
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std::vector<glm::vec3> positions;
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std::vector<glm::vec3> normals;
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std::vector<glm::vec2> texCoords;
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std::vector<Tangents> tangents;
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std::vector<unsigned int> indices;
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GLuint vao;
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GLuint vbo[NB_BUFFERS];
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bool locked;
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public:
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~IMesh();
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void addTriangle(int i1, int i2, int i3);
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void addVertex(float x, float y, float z);
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void addVertex(glm::vec3 &position);
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void addVertex(glm::vec3 &position, glm::vec3 &normal);
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void addVertex(glm::vec3 &position, glm::vec2 &texCoord);
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void addVertex(glm::vec3 &position, glm::vec3 &normal, glm::vec2 &texCoord);
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void computeFaceNormals();
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void computeVertexNormals();
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void computeTangents();
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bool hasNormals();
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bool hasTexCoords();
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bool hasTangents();
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/*
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* When the mesh is locked, addFace and addVertex do nothing, but the mesh can be drawn
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* initGL locks the mesh
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* destroyGL unlocks the mesh
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*/
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void initGL(bool isDynamic = false);
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void destroyGL();
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void draw();
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bool isLocked(){return locked;}
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};
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#endif // IMESH_H
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@ -1,8 +1,8 @@
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#include "phongmodule.h"
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#include "lights.h"
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PhongModule::PhongModule(Lights* myDirLights, Lights* myPointLights, Shader* phongShader) :
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BasicModule(phongShader), dirLights(myDirLights), pointLights(myPointLights)
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PhongModule::PhongModule(Lights* myDirLights, Lights* myPointLights) :
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BasicModule(ResourceBase::getShader("phong")), dirLights(myDirLights), pointLights(myPointLights)
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{
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nbDirLightsLocation = shader->getLocation("nbDirLights");
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dirLightsLocation = shader->getLocation("dirLights");
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@ -17,7 +17,7 @@ class PhongModule : public BasicModule
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GLuint nbPointLightsLocation;
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GLuint pointLightsLocation;
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public:
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PhongModule(Lights* myDirLights, Lights* myPointLights, Shader* phongShader);
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PhongModule(Lights* myDirLights, Lights* myPointLights);
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virtual void bindModule();
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};
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@ -11,6 +11,7 @@ class Lights;
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#include <unordered_map>
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#include <string>
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#include <vector>
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#include <stdio.h>
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class ResourceBase
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{
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@ -48,7 +49,10 @@ protected:
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if(data.count(name))
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return data[name];
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else
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{
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fprintf(stderr, "Requesting unloaded resource : %s\n", name.c_str());
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return NULL;
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}
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}
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};
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@ -43,7 +43,8 @@ SOURCES += shader.cpp \
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framebuffer.cpp \
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standardmesh.cpp \
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mesh.cpp \
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bumpmappedmesh.cpp
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bumpmappedmesh.cpp \
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imesh.cpp
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HEADERS += shader.h \
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camera.h \
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@ -69,7 +70,8 @@ HEADERS += shader.h \
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standardmesh.h \
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mesh.h \
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bumpmappedmesh.h \
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vertex.h
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vertex.h \
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imesh.h
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OTHER_FILES += *.frag *.vert *.glsl *.todo
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