begin fixing transparent object's shadows
This commit is contained in:
@@ -29,19 +29,19 @@ struct Frustum
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class ShadowPass
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{
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public:
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ShadowPass(IRenderer* renderer);
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ShadowPass(IRenderer* renderer);
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ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
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~ShadowPass();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void ClearBuffer();
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void Draw(RenderScene& scene);
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~ShadowPass();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void ClearBuffer();
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void Draw(RenderScene& scene);
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GLuint DepthMap() const { return m_DepthMap; }
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std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
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std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
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std::array<float, MAX_SPLITS> FarDistance() const { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
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std::array<float, MAX_SPLITS> FarDistance() const { return{ m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
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int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
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void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
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@@ -55,7 +55,7 @@ private:
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float FindRadius(Frustum& frustum);
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void RadiusToLightspace(Frustum& frustum);
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EventBroker* m_EventBroker;
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const IRenderer* m_Renderer;
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@@ -66,9 +66,9 @@ private:
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std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
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std::array<glm::mat4, MAX_SPLITS> m_LightView;
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GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
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GLuint m_ResolutionSizeWidth = 1024 * 2;
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GLuint m_ResolutionSizeHeight = 1024 * 2;
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GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
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GLuint m_ResolutionSizeWidth = 1024 * 2;
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GLuint m_ResolutionSizeHeight = 1024 * 2;
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int m_CurrentNrOfSplits = 4;
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float m_SplitWeight = 0.91f;
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@@ -569,7 +569,7 @@
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="0.505882382" B="0" G="1" R="0"/>
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<Color A="0.2" B="0" G="1" R="0"/>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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@@ -210,8 +210,8 @@ float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler
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// Various bias methods.
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bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
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//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
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bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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// Calculate coordinates in projection space.
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@@ -226,6 +226,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor));
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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//Shadow
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
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glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
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GLERROR("END");
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}
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@@ -248,13 +254,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
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glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
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//GLfloat m_NearFarPlane[2] = { -40.f, 30.f };
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//GLfloat m_LRBT[4] = { -40.f, 100.f, -50.f, 50.f };
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//glm::mat4 m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
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//glm::mat4 m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0));
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//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
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//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), 1, GL_FALSE, glm::value_ptr(m_LightView));
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GLERROR("END");
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}
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@@ -136,9 +136,6 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_ShadowPass->DepthMap());
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}
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m_ImGuiRenderPass->Draw();
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glfwSwapBuffers(m_Window);
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@@ -53,7 +53,7 @@ void ShadowPass::UpdateSplitDist(std::array<Frustum, MAX_SPLITS>& frusta, float
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void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v)
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{
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std::array<glm::vec4, 8> CornerPoint = {
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std::array<glm::vec4, 8> CornerPoint = {
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glm::vec4(-1.f, -1.f, -1.f, 1.f),
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glm::vec4(-1.f, 1.f, -1.f, 1.f),
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glm::vec4(1.f, 1.f, -1.f, 1.f),
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@@ -81,7 +81,7 @@ void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::vec3 camera_position
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glm::vec3 near_center = camera_position + glm::normalize(view_dir) * frustum.NearClip;
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frustum.MiddlePoint = near_center + (far_center - near_center) * 0.5f;
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up = glm::normalize(glm::cross(right, view_dir));
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up = glm::normalize(glm::cross(right, view_dir));
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// these heights and widths are half the heights and widths of the near and far plane rectangles.
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float near_height = tan(frustum.FOV / 2.f) * frustum.NearClip;
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@@ -118,7 +118,7 @@ float ShadowPass::FindRadius(Frustum& frustum)
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void ShadowPass::InitializeFrameBuffers()
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{
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// Depth texture
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glGenTextures(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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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits);
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@@ -136,17 +136,17 @@ void ShadowPass::InitializeFrameBuffers()
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT, m_CurrentNrOfSplits)));
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m_DepthBuffer.Generate();
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GLERROR("depthMap failed END");
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GLERROR("depthMap failed END");
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}
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void ShadowPass::InitializeShaderPrograms()
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{
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m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
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m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
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m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
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m_ShadowProgram->Compile();
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m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgram->Link();
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m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
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m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
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m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
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m_ShadowProgram->Compile();
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m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgram->Link();
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}
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void ShadowPass::ClearBuffer()
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@@ -155,7 +155,7 @@ void ShadowPass::ClearBuffer()
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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@@ -187,7 +187,7 @@ void ShadowPass::RadiusToLightspace(Frustum& frustum)
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float left = -frustum.Radius;
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float right = frustum.Radius;
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float bottom = -frustum.Radius;
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float top =frustum.Radius;
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float top = frustum.Radius;
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frustum.LRBT = { left, right, bottom, top };
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}
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@@ -198,7 +198,7 @@ void ShadowPass::Draw(RenderScene & scene)
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InitializeCameras(scene);
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UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
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m_ShadowProgram->Bind();
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@@ -207,9 +207,9 @@ void ShadowPass::Draw(RenderScene & scene)
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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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for (auto &job : scene.DirectionalLightJobs) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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@@ -235,6 +235,20 @@ void ShadowPass::Draw(RenderScene & scene)
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GLERROR("Shadow Draw ERROR");
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}
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state->CullFace(GL_BACK);
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for (auto &objectJob : scene.TransparentObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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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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state->CullFace(GL_FRONT);
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}
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}
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}
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@@ -2,16 +2,13 @@
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ShadowPassState::ShadowPassState(GLuint frameBuffer)
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{
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GLERROR("---2");
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BindFramebuffer(frameBuffer);
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GLERROR("---3");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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Disable(GL_BLEND);
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Disable(GL_TEXTURE_2D);
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CullFace(GL_FRONT);
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ClearColor(glm::vec4(255.f, 128.f, 128.f, 128.f));
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GLERROR("---4");
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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}
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ShadowPassState::~ShadowPassState()
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