setDebugObjectColor
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@@ -19,6 +19,7 @@ struct Shader : public IShader {
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Model* m_model;
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Vec3f m_light_dir_local;
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Vec3f m_light_color;
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Matrix& m_modelMat;
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Matrix m_invModelMat;
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@@ -32,9 +33,10 @@ struct Shader : public IShader {
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mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
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//mat<3,3,float> ndc_tri; // triangle in normalized device coordinates
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Shader(Model* model, Vec3f light_dir_local, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
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Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_light_color(light_color),
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m_modelView1(modelView),
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m_projectionMatrix(projectionMatrix),
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m_modelMat(modelMat),
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@@ -83,6 +85,10 @@ struct Shader : public IShader {
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color.bgra[1] *= m_colorRGBA[1];
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color.bgra[2] *= m_colorRGBA[2];
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color.bgra[3] *= m_colorRGBA[3];
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color.bgra[0] *= m_light_color[0];
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color.bgra[1] *= m_light_color[1];
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color.bgra[2] *= m_light_color[2];
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return false;
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}
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@@ -260,6 +266,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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int height = renderData.m_rgbColorBuffer.get_height();
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Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
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Vec3f light_color = Vec3f(renderData.m_lightColor[0],renderData.m_lightColor[1],renderData.m_lightColor[2]);
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Model* model = renderData.m_model;
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if (0==model)
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return;
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@@ -278,7 +285,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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{
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
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Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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Shader shader(model, light_dir_local, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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//printf("Render %d triangles.\n",model->nfaces());
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for (int i=0; i<model->nfaces(); i++)
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