Fixed uniform buffer AO problem
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@@ -57,10 +57,10 @@ Material::Material(const glm::vec3 albedoColor)
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{
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glGenBuffers(1, &UBO);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UBOStructure), NULL, GL_STATIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, 128, NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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data.m_AlbedoColor = myVec3{ albedoColor.r, albedoColor.g, albedoColor.b};
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data.m_AlbedoColor = Vector3{ albedoColor.r, albedoColor.g, albedoColor.b};
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m_Name = "New material";
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@@ -90,7 +90,21 @@ void Material::Bind()
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MaterialManager::Get()->CurrentlyBoundedMaterial = m_Name;
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UBOStructure), &data);
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//glBufferSubData(GL_UNIFORM_BUFFER, 0, 4, &data.u_HasAlbedo);
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//
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//glBufferSubData(GL_UNIFORM_BUFFER, 16, 12, &data.m_AlbedoColor);
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//
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//glBufferSubData(GL_UNIFORM_BUFFER, 28, 4, &data.u_HasMetalness);
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//glBufferSubData(GL_UNIFORM_BUFFER, 32, 4, &data.u_MetalnessValue);
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//glBufferSubData(GL_UNIFORM_BUFFER, 36, 4, &data.u_HasRoughness);
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//glBufferSubData(GL_UNIFORM_BUFFER, 40, 4, &data.u_RoughnessValue);
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//
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//glBufferSubData(GL_UNIFORM_BUFFER, 44, 4, &data.u_HasAO);
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//glBufferSubData(GL_UNIFORM_BUFFER, 48, 4, &data.u_AOValue);
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//glBufferSubData(GL_UNIFORM_BUFFER, 52, 4, &data.u_HasNormal);
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//glBufferSubData(GL_UNIFORM_BUFFER, 56, 4, &data.u_HasDisplacement);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, 32, UBO);
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