Initial work on texture arrays

This commit is contained in:
FakeShemp
2016-02-26 17:40:35 +01:00
parent f220d8088c
commit 22c391df54
9 changed files with 101 additions and 86 deletions
+1 -1
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@@ -1,6 +1,6 @@
#version 430
#define MAX_SPLITS 3
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
+16 -47
View File
@@ -1,6 +1,6 @@
#version 430
#define MAX_SPLITS 3
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;
@@ -17,9 +17,8 @@ layout (binding = 0) uniform sampler2D DiffuseTexture;
layout (binding = 1) uniform sampler2D NormalMapTexture;
layout (binding = 2) uniform sampler2D SpecularMapTexture;
layout (binding = 3) uniform sampler2D GlowMapTexture;
layout (binding = 4) uniform sampler2DShadow DepthMap0;
layout (binding = 5) uniform sampler2DShadow DepthMap1;
layout (binding = 6) uniform sampler2DShadow DepthMap2;
layout (binding = 4) uniform sampler2DShadow DepthMap[MAX_SPLITS];
#define TILE_SIZE 16
@@ -209,36 +208,8 @@ int getShadowIndex(float far_distance[MAX_SPLITS])
return index;
}
//sampler2DShadow whichDepthMap(int DepthMapIndex)
//{
// if( DepthMapIndex == 0 )
// {
// return DepthMap0;
// }
// else if( DepthMapIndex == 1 )
// {
// return DepthMap1;
// }
// else
// {
// return DepthMap2;
// }
//}
void main()
{
//sampler2DShadow DepthMaps[3] = { sampler2DShadow(DepthMap0), sampler2DShadow(DepthMap1), sampler2DShadow(DepthMap2) };
//sampler2DShadow DepthMaps[3] = { DepthMap0, DepthMap1, DepthMap2 };
//sampler2DShadow DepthMaps[3] = sampler2DShadow[]( DepthMap0, DepthMap1, DepthMap2 );
//sampler2DShadow DepthMaps[3] = sampler2DShadow[3]( DepthMap0, DepthMap1, DepthMap2 );
//sampler2DShadow DepthMaps[3];
//sampler2DShadow DepthMapOne = DepthMap0;
//DepthMaps[0] = DepthMap0;
//DepthMaps[1] = DepthMap1;
//DepthMaps[2] = DepthMap2;
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
@@ -271,24 +242,22 @@ void main()
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
int DepthMapIndex = getShadowIndex(FarDistance);
//sampler2DShadow WhichDepthMap = whichDepthMap(DepthMapIndex);
//int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
//shadowFactor = CalcShadowValue(Input.PositionLightSpace[0], Input.Normal, vec3(light.Direction), DepthMap0);
if( DepthMapIndex == 0 )
{
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap0);
}
else if( DepthMapIndex == 1 )
{
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap1);
}
else
{
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap2);
}
//if( DepthMapIndex == 0 )
//{
shadowFactor = CalcShadowValue(Input.PositionLightSpace[0], Input.Normal, vec3(light.Direction), DepthMap[0]);
//}
//else if( DepthMapIndex == 1 )
//{
// shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap1);
//}
//else
//{
// shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap2);
//}
}
totalLighting.Diffuse += light_result.Diffuse;
+1 -1
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@@ -1,6 +1,6 @@
#version 430
#define MAX_SPLITS 3
#define MAX_SPLITS 4
uniform mat4 M;
uniform mat4 V;