Shadow WIP
- DepthTexture working
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@@ -26,15 +26,15 @@ void ShadowPass::InitializeFrameBuffers()
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glGenTextures(1, &m_DepthMap);
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glBindTexture(GL_TEXTURE_2D, m_DepthMap);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
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m_DepthBuffer.Generate();
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GLERROR("depthMap failed");
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@@ -70,16 +70,16 @@ void ShadowPass::Draw(RenderScene & scene)
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// glClear(GL_COLOR_BUFFER_BIT);
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//}
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ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
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for (auto &job : scene.DirectionalLightJobs) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if(directionalLightJob) {
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GLfloat near_plane = 1.0f, far_plane = 75.5f;
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glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
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glm::mat4 lightProjection = glm::ortho(m_LRBT[0], m_LRBT[1], m_LRBT[2], m_LRBT[3], m_NearPlane, m_FarPlane);
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// broken?
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glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)) * (float)50.0 , glm::vec3(0,0,0), glm::vec3(0,1,0));
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glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)) * (float)20.0 , glm::vec3(0,0,0), glm::vec3(0,1,0));
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//glm::mat4 lightView = glm::lookAt(glm::vec3(10.f, 10.f, 50.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
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//glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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