make use of TexturedModel
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@@ -16,24 +16,48 @@ struct Camera {
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Mat4f InvProjectionMatrix;
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float CamDistance = 25.0f;
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Vec3f CamPos {0, CamDistance, 0};
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Vec2f CamLook {};
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Vec3f CamPos{ 0, CamDistance, 0 };
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Vec2f CamLook{};
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float m_Yaw = -PI / 2.0f;
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float m_Pitch = -PI / 2.0f + 0.0000001f;
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};
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struct Model {
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std::unique_ptr<GL::VertexArray> vao;
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Vec3f positon;
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Vec3f color = { 1, 1, 1 };
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};
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class TexturedModel {
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private:
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std::unique_ptr<GL::VertexArray> m_Vao;
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std::unique_ptr<GL::Texture> m_Texture;
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Vec3f m_Positon;
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Vec3f m_Color = { 1, 1, 1 };
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public:
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REMOVE_COPY(TexturedModel);
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TexturedModel(GL::VertexArray&& vao, GL::Texture&& texture);
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TexturedModel(TexturedModel&& other);
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~TexturedModel() {}
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const GL::VertexArray& GetVao() const { return *m_Vao; }
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const GL::Texture& GetTexture() const { return *m_Texture; }
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Vec3f GetPosition() const { return m_Positon; }
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Vec3f GetColor() const { return m_Color; }
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void SetPosition(Vec3f newPos) { m_Positon = newPos; }
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void SetColor(Vec3f newColor) { m_Color = newColor; }
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};
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class Renderer {
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public:
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static constexpr float m_AnimationSpeed = 2.0f;
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static constexpr float m_MouseSensitivity = 200.0f;
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struct Model {
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std::unique_ptr<GL::VertexArray> vao;
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std::unique_ptr<GL::Texture> texture;
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Vec3f positon;
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Vec3f color = { 1, 1, 1 };
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};
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private:
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std::unique_ptr<shader::WorldShader> m_WorldShader;
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std::unique_ptr<shader::EntityShader> m_EntityShader;
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@@ -42,7 +66,7 @@ private:
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Vec3f m_BackgroundColor;
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Camera m_Camera {};
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Camera m_Camera{};
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public:
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Renderer();
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~Renderer();
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@@ -54,6 +78,7 @@ public:
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void RenderVAO(const GL::VertexArray& vao);
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void RenderModel(const Model& model);
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void RenderModel(const TexturedModel& model);
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void AddZoom(float zoom);
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void SetCamAngularMovement(const Vec2f& mov);
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@@ -29,7 +29,8 @@ private:
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Renderer* m_Renderer;
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game::World* m_World;
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std::unique_ptr<GL::VertexArray> m_WorldVao;
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std::unique_ptr<Renderer::Model> m_MobModel, m_SelectTileModel;
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std::unique_ptr<Model> m_SelectTileModel;
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std::unique_ptr<TexturedModel> m_MobModel;
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Vec2f m_CamPos;
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Vec2f m_CursorPos;
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Vec2f m_HoldCursorPos;
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@@ -1,11 +1,16 @@
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#pragma once
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#include "GLLoader.h"
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#include "render/Renderer.h"
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namespace td {
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namespace render {
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namespace MobLoader {
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GL::VertexArray LoadMobModel();
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TexturedModel LoadMobModel();
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} // namespace loader
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} // namespace MobLoader
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} // namespace render
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} // namespace td
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@@ -69,11 +69,19 @@ void Renderer::RenderModel(const Model& model) {
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m_EntityShader->Start();
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m_EntityShader->SetModelPos(model.positon);
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m_EntityShader->SetColorEffect(model.color);
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if (model.texture != nullptr)
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model.texture->Bind();
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model.vao->Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
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model.vao->Unbind();
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}
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void Renderer::RenderModel(const TexturedModel& model) {
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m_EntityShader->Start();
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m_EntityShader->SetModelPos(model.GetPosition());
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m_EntityShader->SetColorEffect(model.GetColor());
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model.GetTexture().Bind();
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model.GetVao().Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.GetVao().GetVertexCount()));
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model.GetVao().Unbind();
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GL::Texture::Unbind();
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}
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@@ -29,12 +29,10 @@ void WorldRenderer::LoadModels() {
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utils::LOGD("World Created !");
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m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(m_World));
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m_SelectTileModel = std::make_unique<Renderer::Model>();
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m_SelectTileModel = std::make_unique<Model>();
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m_SelectTileModel->vao = std::make_unique<GL::VertexArray>(WorldLoader::LoadTileSelectModel());
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m_MobModel = std::make_unique<Renderer::Model>();
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m_MobModel->texture = std::make_unique<GL::Texture>(TextureLoader::LoadTexture("Assets/zombie.png"));
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m_MobModel->vao = std::make_unique<GL::VertexArray>(MobLoader::LoadMobModel());
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m_MobModel = std::make_unique<TexturedModel>(MobLoader::LoadMobModel());
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utils::LOGD(utils::format("Vertex Count : %u", m_WorldVao->GetVertexCount()));
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}
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@@ -99,8 +97,8 @@ void WorldRenderer::RenderWorld() const {
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void WorldRenderer::RenderMobs() const {
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for (game::MobPtr mob : m_World->GetMobList()) {
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m_MobModel->positon = { mob->GetCenterX(), 0, mob->GetCenterY() };
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m_MobModel->color = mob->HasTakenDamage() ? Vec3f{ 1, 0.5, 0.5 } : Vec3f{ 1, 1, 1 };
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m_MobModel->SetPosition({ mob->GetCenterX(), 0, mob->GetCenterY() });
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m_MobModel->SetColor(mob->HasTakenDamage() ? Vec3f{ 1, 0.5, 0.5 } : Vec3f{ 1, 1, 1 });
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m_Renderer->RenderModel(*m_MobModel);
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}
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}
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@@ -1,5 +1,6 @@
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#include "Defines.h"
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#include "render/loader/MobLoader.h"
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#include "render/loader/TextureLoader.h"
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#include <fstream>
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#include <map>
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@@ -7,6 +8,20 @@
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#include <algorithm>
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namespace td {
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namespace render {
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TexturedModel::TexturedModel(GL::VertexArray&& vao, GL::Texture&& texture) {
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m_Vao = std::make_unique<GL::VertexArray>(std::move(vao));
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m_Texture = std::make_unique<GL::Texture>(std::move(texture));
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}
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TexturedModel::TexturedModel(TexturedModel&& other) {
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m_Vao = std::move(other.m_Vao);
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m_Texture = std::move(other.m_Texture);
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m_Positon = other.m_Positon;
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m_Color = other.m_Color;
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}
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namespace MobLoader {
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const static int POSITION_VERTEX_SIZE = 3;
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@@ -17,9 +32,9 @@ typedef Vec2f TextureUV;
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typedef Vec3f Normal;
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struct Index {
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int vertexIndex;
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int textureIndex;
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int normalIndex;
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std::size_t vertexIndex;
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std::size_t textureIndex;
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std::size_t normalIndex;
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};
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enum DataType : std::uint8_t {
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@@ -43,8 +58,8 @@ static DataType GetDataType(const std::string& type) {
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return it != Types.end() ? it->second : dt_None;
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}
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GL::VertexArray LoadMobModel() {
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std::ifstream fileStream{ "Assets/zombie.obj" };
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static GL::VertexArray LoadMobVao(const std::string& objFile) {
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std::ifstream fileStream{ objFile };
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std::string line;
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std::vector<Vertex> tempVertecies;
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@@ -104,20 +119,20 @@ GL::VertexArray LoadMobModel() {
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Index tempIndicies[4];
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for (size_t i = 0; i < 4; i++){
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for (std::size_t i = 0; i < 4; i++){
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ss >> tempIndicies[i].vertexIndex;
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ss >> tempIndicies[i].textureIndex;
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ss >> tempIndicies[i].normalIndex;
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}
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static const std::vector<int> vertexOrder = {0, 1, 2, 0, 2, 3};
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static const std::vector<std::size_t> vertexOrder = {0, 1, 2, 0, 2, 3};
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for(int i = 0; i < vertexOrder.size(); i++) {
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for(std::size_t i = 0; i < vertexOrder.size(); i++) {
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Index& index = tempIndicies[vertexOrder[i]];
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int vertexIndex = index.vertexIndex - 1;
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int textureIndex = index.textureIndex - 1;
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int normalIndex = index.normalIndex - 1;
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std::size_t vertexIndex = index.vertexIndex - 1;
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std::size_t textureIndex = index.textureIndex - 1;
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std::size_t normalIndex = index.normalIndex - 1;
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Vertex vertex = tempVertecies[vertexIndex];
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TextureUV texture = tempTextureUvs[textureIndex];
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@@ -138,7 +153,7 @@ GL::VertexArray LoadMobModel() {
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break;
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}
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case dt_None:
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default:
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break;
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}
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}
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@@ -153,8 +168,14 @@ GL::VertexArray LoadMobModel() {
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mobVao.BindVertexBuffer(positionVBO);
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mobVao.BindVertexBuffer(textureVBO);
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mobVao.Unbind();
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return mobVao;
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}
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} // namespace loader
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TexturedModel LoadMobModel() {
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return {LoadMobVao("Assets/zombie.obj"), TextureLoader::LoadTexture("Assets/zombie.png")};
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}
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} // namespace MobLoader
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} // namespace render
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} // namespace td
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