Better shadows for recording
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@@ -69,7 +69,7 @@ private:
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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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GLfloat m_NearFarPlane[2] = { -128.f, 128.f };
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GLuint m_ResolutionSizeWidth = 1024 * 2;
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GLuint m_ResolutionSizeHeight = 1024 * 2;
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@@ -78,7 +78,7 @@ private:
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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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float m_SplitWeight = 0.7f;
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std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
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@@ -2,5 +2,5 @@
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<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
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<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
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<NearClip>0.01</NearClip>
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<FarClip>5000</FarClip>
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<FarClip>300</FarClip>
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</Camera>
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@@ -83,6 +83,7 @@ void EditorSystem::Update(double dt)
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}
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}
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m_EditorWorldSystemPipeline->Update(actualDelta);
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}
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ComponentWrapper& cameraTransform = m_EditorCamera["Transform"];
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Field<glm::vec3> ori = cameraTransform["Orientation"];
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@@ -95,7 +96,6 @@ void EditorSystem::Update(double dt)
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ori.y(newOri.y);
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Field<glm::vec3> pos = cameraTransform["Position"];
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pos += m_EditorCameraInputController->Movement() * glm::inverse(glm::quat(ori)) * (float)actualDelta;
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}
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}
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void EditorSystem::Enable()
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@@ -122,7 +122,7 @@ void EditorSystem::Enable()
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void EditorSystem::Disable()
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{
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m_EditorCameraInputController->Disable();
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//m_EditorCameraInputController->Disable();
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m_EventBroker->Publish(Events::LockMouse());
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Events::SetCamera e;
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e.CameraEntity = m_ActualCamera;
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@@ -19,6 +19,7 @@ void Renderer::Initialize()
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{
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m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
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m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
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m_MSAA_Level = m_Config->Get<unsigned int>("MSAA.Level", 0);
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InitializeWindow();
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InitializeRenderPasses();
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