begin fixing transparent object's shadows
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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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