Merge pull request #216 from teamfisk/ShadowOptimization
Shadow will actually shut itself off and delete itself now
This commit is contained in:
@@ -65,6 +65,15 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusProgram->Link();
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GLERROR("Creating forward+ program");
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m_ForwardPlusNoShadowsProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusNoShadowProgram");
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m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusNoShadows.frag.glsl")));
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m_ForwardPlusNoShadowsProgram->Compile();
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m_ForwardPlusNoShadowsProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusNoShadowsProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusNoShadowsProgram->Link();
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GLERROR("Creating forward+ program without shadows");
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m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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@@ -354,7 +363,12 @@ void DrawFinalPass::OnWindowResize()
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLuint forwardHandle;
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if (m_ShadowPass->EnableShadows()) {
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forwardHandle = m_ForwardPlusProgram->GetHandle();
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} else {
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forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
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}
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
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GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
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@@ -536,9 +550,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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if (lastShader != m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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lastShader = m_ForwardPlusProgram->GetHandle();
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if (lastShader != forwardHandle) {
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if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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} else {
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m_ForwardPlusNoShadowsProgram->Bind();
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}
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lastShader = forwardHandle;
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GLERROR("Bind ForwardPlusProgram program");
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glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -623,7 +641,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLuint forwardHandle;
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if (m_ShadowPass->EnableShadows()) {
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forwardHandle = m_ForwardPlusProgram->GetHandle();
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} else {
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forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
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}
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
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GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
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@@ -1024,9 +1047,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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}
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else {
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if (lastShader != m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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lastShader = m_ForwardPlusProgram->GetHandle();
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if (lastShader != forwardHandle) {
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if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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}
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else {
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m_ForwardPlusNoShadowsProgram->Bind();
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}
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lastShader = forwardHandle;
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GLERROR("Bind ForwardPlusProgram program");
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glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -1112,7 +1140,12 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLuint forwardHandle;
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if (m_ShadowPass->EnableShadows()) {
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forwardHandle = m_ForwardPlusProgram->GetHandle();
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} else {
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forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
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}
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GLERROR("forwardHandle");
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLERROR("explosionHandle");
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@@ -1171,7 +1204,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//bind forward program
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m_ForwardPlusProgram->Bind();
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if (m_ShadowPass->EnableShadows()) {
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m_ForwardPlusProgram->Bind();
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} else {
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m_ForwardPlusNoShadowsProgram->Bind();
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}
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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//bind uniforms
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@@ -177,8 +177,10 @@ void Renderer::Draw(RenderFrame& frame)
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
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ImGui::Checkbox("EnableShadows", &m_Shadow_Enabled);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
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m_ShadowPass->CheckStatus(m_Shadow_Enabled);
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GLERROR("SSAO Settings");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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+148
-127
@@ -6,7 +6,7 @@ ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
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m_ResolutionSizeWidth = shadow_res_x;
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m_ResolutionSizeHeight = shadow_res_y;
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InitializeFrameBuffers();
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CheckStatus(true);
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InitializeShaderPrograms();
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}
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@@ -14,18 +14,17 @@ ShadowPass::ShadowPass(IRenderer * renderer)
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{
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m_Renderer = renderer;
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InitializeFrameBuffers();
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CheckStatus(true);
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InitializeShaderPrograms();
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}
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ShadowPass::~ShadowPass()
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{
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CommonFunctions::DeleteTexture(&m_DepthMap);
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}
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void ShadowPass::DebugGUI()
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{
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ImGui::Checkbox("EnableShadows", &m_EnableShadows);
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
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ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
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@@ -126,6 +125,7 @@ float ShadowPass::FindRadius(ShadowFrustum& frustum)
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void ShadowPass::InitializeFrameBuffers()
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{
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// Depth texture
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glDeleteTextures(1, &m_DepthMap);
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glGenTextures(1, &m_DepthMap);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
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@@ -156,12 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
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m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgram->Link();
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m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
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m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
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m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
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m_ShadowProgramSkinned->Compile();
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m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgramSkinned->Link();
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m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
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m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
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m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
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m_ShadowProgramSkinned->Compile();
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m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgramSkinned->Link();
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}
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void ShadowPass::ClearBuffer()
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@@ -209,53 +209,109 @@ void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
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frustum.LRBT = { left, right, bottom, top };
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}
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void ShadowPass::CheckStatus(bool shadowStatus)
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{
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if (m_EnableShadows == shadowStatus) {
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return;
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}
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m_EnableShadows = shadowStatus;
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if (m_EnableShadows == false) {
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CommonFunctions::DeleteTexture(&m_DepthMap);
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return;
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}
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InitializeFrameBuffers();
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}
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void ShadowPass::Draw(RenderScene & scene)
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{
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if (m_EnableShadows) {
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InitializeCameras(scene);
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UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
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if (!m_EnableShadows) {
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return;
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}
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
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InitializeCameras(scene);
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UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
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glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
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glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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GLuint shaderHandle;
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for (auto &job : scene.Jobs.DirectionalLight) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if (directionalLightJob) {
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m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
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PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
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//FindRadius(m_shadowFrusta[i]);
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//RadiusToLightspace(m_shadowFrusta[i]);
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m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
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GLuint shaderHandle;
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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for (auto &job : scene.Jobs.DirectionalLight) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if (directionalLightJob) {
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m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
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PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
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//FindRadius(m_shadowFrusta[i]);
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//RadiusToLightspace(m_shadowFrusta[i]);
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m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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GLERROR("ShadowLight ERROR");
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GLERROR("ShadowLight ERROR");
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for (auto &objectJob : scene.Jobs.OpaqueObjects) {
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for (auto &objectJob : scene.Jobs.OpaqueObjects) {
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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if (!modelJob->Shadow) {
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continue;
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}
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if (modelJob->Model->IsSkinned()) {
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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}
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else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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GLERROR("Shadow Draw ERROR");
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}
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}
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if (m_TransparentObjects) {
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state->CullFace(GL_BACK);
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for (auto &objectJob : scene.Jobs.TransparentObjects) {
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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@@ -263,25 +319,53 @@ void ShadowPass::Draw(RenderScene & scene)
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continue;
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}
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if(modelJob->Model->IsSkinned()) {
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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if (modelJob->Model->IsSkinned()) {
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m_ShadowProgramSkinned->Bind();
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shaderHandle = m_ShadowProgramSkinned->GetHandle();
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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frameBones = modelJob->BlendTree->GetFinalPose();
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}
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else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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}
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}
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else {
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m_ShadowProgram->Bind();
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shaderHandle = m_ShadowProgram->GetHandle();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
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if (m_TexturedShadows) {
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switch (modelJob->Type) {
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case RawModel::MaterialType::SingleTextures:
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case RawModel::MaterialType::Basic:
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{
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glActiveTexture(GL_TEXTURE24);
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if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
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}
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else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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break;
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}
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case RawModel::MaterialType::SplatMapping:
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{
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glActiveTexture(GL_TEXTURE24);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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break;
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}
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}
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}
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|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -290,76 +374,13 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
if (m_TransparentObjects) {
|
||||
state->CullFace(GL_BACK);
|
||||
for (auto &objectJob : scene.Jobs.TransparentObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
if (m_TexturedShadows) {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
state->CullFace(GL_FRONT);
|
||||
}
|
||||
state->CullFace(GL_FRONT);
|
||||
}
|
||||
}
|
||||
}
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_DepthBuffer.Unbind();
|
||||
delete state;
|
||||
}
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_DepthBuffer.Unbind();
|
||||
delete state;
|
||||
}
|
||||
Reference in New Issue
Block a user