[EDIT] renaming the static_shader
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@@ -1,4 +1,4 @@
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#include "static_shader.h"
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#include "entity_shader.h"
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#include "../toolbox/toolbox.h"
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namespace shaders
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@@ -90,39 +90,39 @@ namespace shaders
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)";
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StaticShader::StaticShader(): ShaderProgram(vertex_shader, fragment_shader)
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EntityShader::EntityShader(): ShaderProgram(vertex_shader, fragment_shader)
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{
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}
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void StaticShader::LoadModelMatrix(const glm::mat4& matrix) const
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void EntityShader::LoadModelMatrix(const glm::mat4& matrix) const
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{
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LoadMatrix(location_model_matrix, matrix);
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}
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void StaticShader::LoadProjectionMatrix(const glm::mat4& projection) const
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void EntityShader::LoadProjectionMatrix(const glm::mat4& projection) const
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{
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LoadMatrix(location_projection_matrix, projection);
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}
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void StaticShader::LoadViewMatrix(entities::Camera& camera) const
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void EntityShader::LoadViewMatrix(entities::Camera& camera) const
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{
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const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
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LoadMatrix(location_view_matrix, view_matrix);
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}
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void StaticShader::LoadLight(entities::Light& light) const
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void EntityShader::LoadLight(entities::Light& light) const
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{
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LoadVector(location_light_position, light.GetPosition());
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LoadVector(location_light_color, light.GetColor());
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}
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void StaticShader::LoadShineVariables(float shine_damper, float reflectivity) const
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void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
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{
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LoadFloat(location_shine_damper, shine_damper);
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LoadFloat(location_reflectivity, reflectivity);
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}
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void StaticShader::SetAttributes() const
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void EntityShader::SetAttributes() const
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{
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// Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables
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SetAttribute(0, "position");
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@@ -130,7 +130,7 @@ namespace shaders
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SetAttribute(2, "normal");
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}
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void StaticShader::GetAllUniformLocations()
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void EntityShader::GetAllUniformLocations()
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{
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// Get the locations from the uniform variables from the shaders
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location_model_matrix = GetUniformLocation("model_matrix");
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@@ -6,12 +6,12 @@
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#include "../entities/light.h"
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/*
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This class does represents the shaders for the models.
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This class handles the shaders for the entities.
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*/
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namespace shaders
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{
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class StaticShader : public ShaderProgram
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class EntityShader : public ShaderProgram
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{
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private:
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GLuint location_model_matrix;
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@@ -23,7 +23,7 @@ namespace shaders
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GLuint location_reflectivity;
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public:
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StaticShader();
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EntityShader();
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void LoadModelMatrix(const glm::mat4& matrix) const;
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void LoadProjectionMatrix(const glm::mat4& projection) const;
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