WIP
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@@ -15,7 +15,7 @@ struct DirectionalLightJob : RenderJob
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DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
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DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
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: RenderJob()
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: RenderJob()
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{
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{
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Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 1.f);
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Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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Intensity = (double)directionalLightComponent["Intensity"];
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};
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};
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@@ -63,7 +63,7 @@ private:
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float Radius = 5.f;
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float Radius = 5.f;
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float Intensity = 0.8f;
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float Intensity = 0.8f;
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float Falloff = 0.3f;
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float Falloff = 0.3f;
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enum Type_t { Point, Directional, Spot } Type;
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enum Type_t { Zero, Point, Directional, Spot } Type;
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};
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};
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std::vector<LightSource> m_LightSources;
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std::vector<LightSource> m_LightSources;
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@@ -120,7 +120,7 @@ void main ()
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//if pointlight
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//if pointlight
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//Pos i view antagligen
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//Pos i view antagligen
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if(light.Type == 0) {
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if(light.Type == 1) {
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if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum)) {
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if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum)) {
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//TODO: Fix transparent and opaque list, and depth test.
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//TODO: Fix transparent and opaque list, and depth test.
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AppendLight( i );
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AppendLight( i );
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@@ -131,7 +131,7 @@ void main ()
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//if conelight
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//if conelight
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//if directional
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//if directional
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if(light.Type == 1) {
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if(light.Type == 2) {
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AppendLight( i );
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AppendLight( i );
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}
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}
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@@ -88,7 +88,7 @@ LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightCol
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertPosition, vec4 vertNormal)
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertPosition, vec4 vertNormal)
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{
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{
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vec4 L = normalize( -direction );
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vec4 L = normalize( vec4(direction.xyz, 1) );
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LightResult result;
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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@@ -119,9 +119,9 @@ void main()
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int l = int(LightIndex[i]);
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int l = int(LightIndex[i]);
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LightResult result;
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LightResult result;
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if(LightSources.List[i].Type == 0) { // point
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if(LightSources.List[i].Type == 1) { // point
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//result = CalcPointLightSource(V * LightSources.List[l].Position, LightSources.List[l].Radius, LightSources.List[l].Color, LightSources.List[l].Intensity, viewVec, position, normal, LightSources.List[i].Falloff);
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result = CalcPointLightSource(V * LightSources.List[l].Position, LightSources.List[l].Radius, LightSources.List[l].Color, LightSources.List[l].Intensity, viewVec, position, normal, LightSources.List[i].Falloff);
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} else if (LightSources.List[i].Type == 1) { //Directional
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} else if (LightSources.List[i].Type == 2) { //Directional
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result = CalcDirectionalLightSource(V * LightSources.List[l].Direction, LightSources.List[i].Color, LightSources.List[i].Intensity, viewVec, position, normal);
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result = CalcDirectionalLightSource(V * LightSources.List[l].Direction, LightSources.List[i].Color, LightSources.List[i].Intensity, viewVec, position, normal);
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}
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}
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totalLighting.Diffuse += result.Diffuse;
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totalLighting.Diffuse += result.Diffuse;
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@@ -129,26 +129,15 @@ void main()
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}
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}
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fragmentColor += Input.DiffuseColor;
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//fragmentColor += Input.DiffuseColor;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Start/.0, 0, 1);
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if(LightSources.List[0].Type == 0) {
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fragmentColor += vec4(1,0,0,1);
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}
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if(LightSources.List[0].Type == 1) {
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fragmentColor += vec4(0,1,0,1);
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}
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if(LightSources.List[0].Type == 2) {
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fragmentColor += vec4(0,0,1,1);
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}
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//fragmentColor = texel * Input.DiffuseColor * Color;
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//fragmentColor = texel * Input.DiffuseColor * Color;
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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//fragmentColor += vec4(0.5, 0, 0, 0);
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//fragmentColor += vec4(0.5, 0, 0, 0);
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} else {
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} else {
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//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
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//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
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}
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}
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}
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}
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