Begin clean-up
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@@ -19,7 +19,6 @@ struct DirectionalLightJob : RenderJob
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Orientation);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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//TextureAlphaShadows = (bool)directionalLightComponent["TextureAlphaShadows"];
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};
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glm::quat Orientation;
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@@ -8,12 +8,10 @@ class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint layers);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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GLuint m_Layers;
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private:
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};
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@@ -24,9 +22,6 @@ class ResourceType : public BufferResource
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint layers)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment, layers) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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@@ -48,15 +43,6 @@ 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, GLuint layers)
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: ResourceType(resourceHandle, attachment, layers) { };
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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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@@ -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 { 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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@@ -2,6 +2,5 @@
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<DirectionalLight xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DirectionalLight.xsd">
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<Color R="1" G="1" B="1" A="1"/>
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<Intensity>0.8</Intensity>
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<!--<TextureAlphaShadows>false</TextureAlphaShadows>-->
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<Visible>true</Visible>
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</DirectionalLight>
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@@ -9,7 +9,6 @@
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<xs:all>
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<xs:element name="Color" type="t:Color" minOccurs="0"/>
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<xs:element name="Intensity" type="t:double" minOccurs="0"/>
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<!--<xs:element name="TextureAlphaShadows" type="t:bool" minOccurs="0"/>-->
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<xs:element name="Visible" type="t:bool" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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@@ -9,14 +9,6 @@ BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLen
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m_Attachment = attachment;
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}
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint layers)
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{
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m_ResourceHandle = resourceHandle;
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m_ResourceType = resourceType;
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m_Attachment = attachment;
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m_Layers = layers;
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}
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Texture2D::~Texture2D()
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{
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if (m_ResourceHandle != 0) {
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@@ -24,13 +16,6 @@ Texture2D::~Texture2D()
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}
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}
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Texture2DArray::~Texture2DArray()
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{
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if (m_ResourceHandle != 0) {
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glDeleteTextures(1, m_ResourceHandle);
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}
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}
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RenderBuffer::~RenderBuffer()
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{
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if (m_ResourceHandle != 0) {
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@@ -133,7 +133,7 @@ void ShadowPass::InitializeFrameBuffers()
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glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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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.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.Generate();
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GLERROR("depthMap failed END");
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