2015-07-21 23:18:32 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "SceneDemo.h"
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#include <GLFW/glfw3.h>
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using namespace openglframework;
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// Constructor
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SceneDemo::SceneDemo(const std::string& name, float sceneRadius) : Scene(name), mLight0(0),
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mDepthShader("shaders/depth.vert", "shaders/depth.frag"),
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mPhongShader("shaders/phong.vert", "shaders/phong.frag"),
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mQuadShader("shaders/quad.vert", "shaders/quad.frag"),
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mVBOQuad(GL_ARRAY_BUFFER) {
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// Move the light0
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mLight0.translateWorld(Vector3(0, 40, 40));
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// Camera at light0 postion for the shadow map
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mShadowMapLightCamera.translateWorld(mLight0.getOrigin());
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mShadowMapLightCamera.rotateLocal(Vector3(1, 0, 0), -PI / 4.0f);
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mShadowMapLightCamera.setDimensions(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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mShadowMapLightCamera.setFieldOfView(70.0f);
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mShadowMapLightCamera.setSceneRadius(100);
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//mShadowMapLightCamera.setZoom(1.0);
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mShadowMapBiasMatrix.setAllValues(0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0);
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// Create the Shadow map FBO and texture
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createShadowMapFBOAndTexture();
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createQuadVBO();
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}
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// Destructor
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SceneDemo::~SceneDemo() {
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mShadowMapTexture.destroy();
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mFBOShadowMap.destroy();
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mVBOQuad.destroy();
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}
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// Render the scene (in multiple passes for shadow mapping)
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void SceneDemo::render() {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// ---------- Render the scene to generate the shadow map (first pass) ----------- //
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//glEnable(GL_POLYGON_OFFSET_FILL);
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//glPolygonOffset(8.0, 4.0);
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// Culling switching, rendering only backface, this is done to avoid self-shadowing
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glCullFace(GL_BACK);
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Matrix4 shadowMapProjMatrix = mShadowMapLightCamera.getProjectionMatrix();
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToLightCameraMatrix = mShadowMapLightCamera.getTransformMatrix().getInverse();
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mFBOShadowMap.bind();
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// Bind the shader
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mDepthShader.bind();
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// Set the variables of the shader
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mDepthShader.setMatrix4x4Uniform("projectionMatrix", shadowMapProjMatrix);
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// Set the viewport to render into the shadow map texture
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glViewport(0, 0, SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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// Clear previous frame values
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glClear( GL_DEPTH_BUFFER_BIT);
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// Disable color rendering, we only want to write to the Z-Buffer
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// Render the objects of the scene
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renderSinglePass(mDepthShader, worldToLightCameraMatrix);
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// Unbind the shader
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mDepthShader.unbind();
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mFBOShadowMap.unbind();
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glDisable(GL_POLYGON_OFFSET_FILL);
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// ---------- Render the scene for final rendering (second pass) ----------- //
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glCullFace(GL_BACK);
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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mPhongShader.bind();
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mShadowMapTexture.bind();
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// Set the variables of the shader
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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mPhongShader.setMatrix4x4Uniform("shadowMapProjectionMatrix", mShadowMapBiasMatrix * shadowMapProjMatrix);
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mPhongShader.setMatrix4x4Uniform("worldToLight0CameraMatrix", worldToLightCameraMatrix);
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mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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const Color& diffCol = mLight0.getDiffuseColor();
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const Color& specCol = mLight0.getSpecularColor();
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
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mPhongShader.setVector3Uniform("light0SpecularColor", Vector3(specCol.r, specCol.g, specCol.b));
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mPhongShader.setFloatUniform("shininess", 60.0f);
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mPhongShader.setIntUniform("shadowMapSampler", mShadowMapTexture.getID());
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// Set the viewport to render the scene
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glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
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//Enabling color write (previously disabled for light POV z-buffer rendering)
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Clear previous frame values
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Render the objects of the scene
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renderSinglePass(mPhongShader, worldToCameraMatrix);
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mShadowMapTexture.unbind();
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mPhongShader.unbind();
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//drawTextureQuad();
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}
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// Create the Shadow map FBO and texture
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void SceneDemo::createShadowMapFBOAndTexture() {
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// Create the texture for the depth values
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mShadowMapTexture.create(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT,
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GL_UNSIGNED_BYTE, GL_NEAREST, GL_NEAREST, GL_CLAMP, GL_CLAMP, NULL);
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mShadowMapTexture.setLayer(1);
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// Create the FBO for the shadow map
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mFBOShadowMap.create(0, 0, false);
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mFBOShadowMap.bind();
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// Tell OpenGL that we won't bind a color texture with the currently binded FBO
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT_EXT, mShadowMapTexture.getID());
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mFBOShadowMap.unbind();
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}
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// TODO : Delete this
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void SceneDemo::createQuadVBO() {
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mVAOQuad.create();
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mVAOQuad.bind();
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static const GLfloat quadVertexData[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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mVBOQuad.create();
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mVBOQuad.bind();
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mVBOQuad.copyDataIntoVBO(sizeof(quadVertexData), quadVertexData, GL_STATIC_DRAW);
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mVBOQuad.unbind();
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mVAOQuad.unbind();
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}
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// TODO : Delete this
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void SceneDemo::drawTextureQuad() {
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glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Clear previous frame values
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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mVAOQuad.bind();
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mQuadShader.bind();
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mShadowMapTexture.bind();
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mQuadShader.setIntUniform("textureSampler", mShadowMapTexture.getID());
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mVBOQuad.bind();
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GLint vertexPositionLoc = mQuadShader.getAttribLocation("vertexPosition");
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glEnableVertexAttribArray(vertexPositionLoc);
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glVertexAttribPointer(
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vertexPositionLoc, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Draw the triangles !
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glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
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glDisableVertexAttribArray(vertexPositionLoc);
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mVBOQuad.unbind();
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mShadowMapTexture.unbind();
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mQuadShader.unbind();
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mVAOQuad.unbind();
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}
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