begin fixing transparent object's shadows
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@@ -41,7 +41,7 @@ public:
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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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@@ -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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@@ -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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@@ -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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