Merge remote-tracking branch 'origin/master' into SplitSnapshots
This commit is contained in:
@@ -11,12 +11,13 @@
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#include "Util/UnorderedMapVec2.h"
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#include "Util/CommonFunctions.h"
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#include "Texture.h"
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#include "ShadowPass.h"
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#include "BlurHUD.h"
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
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~DrawFinalPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -72,6 +73,7 @@ private:
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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const ShadowPass* m_ShadowPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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@@ -43,6 +43,16 @@ public:
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~RenderBuffer();
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};
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class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
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{
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public:
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Texture2DArray(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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{ };
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~Texture2DArray();
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};
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class FrameBuffer
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{
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public:
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@@ -19,7 +19,7 @@
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
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: RenderJob()
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{
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Model = model;
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@@ -115,6 +115,7 @@ struct ModelJob : RenderJob
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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Depth = worldpos.z;
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World = world;
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Shadow = shadow;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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@@ -162,6 +163,8 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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bool Shadow;
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void CalculateHash() override
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{
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Hash = TextureID;
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@@ -27,6 +27,7 @@
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#include "TextPass.h"
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#include "Util/CommonFunctions.h"
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#include "Core/PerformanceTimer.h"
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#include "ShadowPass.h"
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class Renderer : public IRenderer
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{
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@@ -77,6 +78,7 @@ private:
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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ShadowPass* m_ShadowPass;
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BlurHUD* m_BlurHUDPass;
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//----------------------Functions----------------------//
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@@ -0,0 +1,88 @@
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#ifndef ShadowPass_h__
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#define ShadowPass_h__
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#include "IRenderer.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "../Core/EventBroker.h"
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#include "../Core/World.h"
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#include "ShadowPassState.h"
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#include "imgui/imgui.h"
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#define MAX_SPLITS 4
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enum NearFar { NEAR = 0, FAR = 1 };
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enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
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struct ShadowFrustum
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{
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float NearClip;
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float FarClip;
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float FOV;
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float AspectRatio;
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glm::vec3 MiddlePoint;
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float Radius;
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std::array<float, 4> LRBT;
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std::array<glm::vec3, 8> CornerPoint;
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};
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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, 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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void DebugGUI();
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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 { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
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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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private:
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void InitializeCameras(RenderScene & scene);
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void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
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void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
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void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
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void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
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float FindRadius(ShadowFrustum& frustum);
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void RadiusToLightspace(ShadowFrustum& frustum);
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EventBroker* m_EventBroker;
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const IRenderer* m_Renderer;
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GLuint m_DepthMap;
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FrameBuffer m_DepthBuffer;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgramSkinned;
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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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bool m_TransparentObjects = false;
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bool m_TexturedShadows = false;
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bool m_EnableShadows = true;
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int m_CurrentNrOfSplits = 4;
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float m_SplitWeight = 0.962f;
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std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
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Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef ShadowPassState_h_
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#define ShadowPassState_h_
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#include "Rendering/RenderState.h"
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class ShadowPassState : public RenderState
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{
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public:
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ShadowPassState(GLuint frameBuffer);
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~ShadowPassState();
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private:
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};
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#endif
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