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~ | Fixing emissive texture
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@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *computeCode = loadFileWithIncludes(computePath);
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printWithLineNumbers(computeCode);
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// printWithLineNumbers(computeCode);
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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@ -208,30 +208,31 @@ void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
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glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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}
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void Shader::set_textures(std::vector<GLuint> textureIDs)
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void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> emissive_texture_ids)
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{
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for (size_t i = 0; i < textureIDs.size(); i++)
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for (size_t i = 0; i < texture_ids.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
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glBindTexture(GL_TEXTURE_2D, texture_ids[i]);
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std::string uniform_name = "textures[" + std::to_string(i) + "]";
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glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
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}
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}
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void Shader::set_emission_textures(std::vector<GLuint> textureIDs)
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{
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for (size_t i = 0; i < textureIDs.size(); i++)
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size_t start_texture = texture_ids.size() + 1;
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for (size_t i = 0; i < emissive_texture_ids.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
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GLuint currentUnit = start_texture + i;
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std::string uniform_name = "emission_textures[" + std::to_string(i) + "]";
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glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
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glActiveTexture(GL_TEXTURE0 + currentUnit);
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glBindTexture(GL_TEXTURE_2D, emissive_texture_ids[i]);
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std::string uniform_name = "emissive_textures[" + std::to_string(i) + "]";
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glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), currentUnit);
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}
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}
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GLuint Shader::getProgram(void) const
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{
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return (_program);
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