CAM: show new cam simulator in main window
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@@ -45,31 +45,31 @@ Shader::~Shader()
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Destroy();
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}
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void Shader::UpdateModelMat(mat4x4 tmat, mat4x4 nmat)
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void Shader::UpdateModelMat(const mat4x4& tmat, const mat4x4& nmat)
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{
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if (mModelPos >= 0) {
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glUniformMatrix4fv(mModelPos, 1, GL_FALSE, (GLfloat*)tmat);
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glUniformMatrix4fv(mModelPos, 1, GL_FALSE, (const GLfloat*)tmat);
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}
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if (mNormalRotPos >= 0) {
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glUniformMatrix4fv(mNormalRotPos, 1, GL_FALSE, (GLfloat*)nmat);
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glUniformMatrix4fv(mNormalRotPos, 1, GL_FALSE, (const GLfloat*)nmat);
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}
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}
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void Shader::UpdateProjectionMat(mat4x4 mat)
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void Shader::UpdateProjectionMat(const mat4x4& mat)
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{
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if (mProjectionPos >= 0) {
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glUniformMatrix4fv(mProjectionPos, 1, GL_FALSE, (GLfloat*)mat);
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glUniformMatrix4fv(mProjectionPos, 1, GL_FALSE, (const GLfloat*)mat);
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}
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}
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void Shader::UpdateViewMat(mat4x4 mat)
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void Shader::UpdateViewMat(const mat4x4& mat)
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{
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if (mViewPos >= 0) {
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glUniformMatrix4fv(mViewPos, 1, GL_FALSE, (GLfloat*)mat);
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glUniformMatrix4fv(mViewPos, 1, GL_FALSE, (const GLfloat*)mat);
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}
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}
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void Shader::UpdateEnvColor(vec3 lightPos, vec3 lightColor, vec3 ambient, float linearity)
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void Shader::UpdateEnvColor(const vec3& lightPos, const vec3& lightColor, const vec3& ambient, float linearity)
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{
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if (mLightPosPos >= 0) {
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glUniform3fv(mLightPosPos, 1, lightPos);
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@@ -95,14 +95,14 @@ void Shader::UpdateScreenDimension(int width, int height)
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}
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}
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void Shader::UpdateObjColor(vec3 objColor)
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void Shader::UpdateObjColor(const vec3& objColor)
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{
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if (mObjectColorPos >= 0) {
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glUniform3fv(mObjectColorPos, 1, objColor);
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}
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}
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void Shader::UpdateObjColorAlpha(vec4 objColor)
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void Shader::UpdateObjColorAlpha(const vec4& objColor)
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{
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if (mObjectColorAlphaPos >= 0) {
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glUniform4fv(mObjectColorAlphaPos, 1, objColor);
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