It compiles, but no shadows
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@@ -17,7 +17,6 @@ struct DirectionalLightJob : RenderJob
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{
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Orientation = Transform::AbsoluteOrientation(m_World, transformComponent.EntityID);
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Orientation);
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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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Intensity = (double)directionalLightComponent["Intensity"];
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};
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@@ -14,7 +14,7 @@
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enum NearFar { NEAR = 0, FAR = 1 };
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enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
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struct Frustum
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struct ShadowFrustum
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{
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float NearClip;
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float FarClip;
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@@ -47,14 +47,14 @@ public:
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void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
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private:
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void InitializeCameras(RenderScene & scene);
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void UpdateSplitDist(std::array<Frustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
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void UpdateFrustumPoints(Frustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
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void UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v);
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void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
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void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
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void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
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void PointsToLightspace(Frustum& frustum, glm::mat4 v);
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void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
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float FindRadius(Frustum& frustum);
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void RadiusToLightspace(Frustum& frustum);
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float FindRadius(ShadowFrustum& frustum);
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void RadiusToLightspace(ShadowFrustum& frustum);
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EventBroker* m_EventBroker;
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const IRenderer* m_Renderer;
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@@ -74,7 +74,7 @@ private:
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int m_CurrentNrOfSplits = 4;
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float m_SplitWeight = 0.91f;
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std::array<Frustum, MAX_SPLITS> m_shadowFrusta;
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std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
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Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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};
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@@ -21,6 +21,7 @@ out VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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void main()
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@@ -43,4 +44,5 @@ void main()
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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Output.PositionLightSpace = boneTransform * vec4(Position, 1.0);
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}
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@@ -82,6 +82,7 @@ in VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Input;
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out vec4 sceneColor;
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@@ -61,45 +61,45 @@ void FrameBuffer::Generate()
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glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
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GLERROR("1");
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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attachments.push_back((*it)->m_Attachment);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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break;
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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break;
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case GL_TEXTURE_2D_ARRAY:
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glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
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attachments.push_back((*it)->m_Attachment);
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GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
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break;
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}
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GLERROR("2");
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}
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GLERROR("2");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
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GLERROR("Attachment");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
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GLERROR("Attachment");
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}
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GLERROR("3");
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}
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GLERROR("3");
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(attachments.size(), bufferTextures);
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if (GLERROR("GLBufferAttachement error")) {
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printf(": AttachmentSize %i", attachments.size());
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}
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if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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GLERROR("Framebuffer incomplete");
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//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
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exit(EXIT_FAILURE);
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}
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GLERROR("END");
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(attachments.size(), bufferTextures);
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if (GLERROR("GLBufferAttachement error")) {
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printf(": AttachmentSize %i", attachments.size());
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}
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if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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GLERROR("Framebuffer incomplete");
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//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
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exit(EXIT_FAILURE);
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}
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GLERROR("END");
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}
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}
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void FrameBuffer::Bind()
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@@ -34,7 +34,7 @@ void ShadowPass::InitializeCameras(RenderScene & scene)
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// UpdateSplitDist computes the near and far distances for every frustum slice
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// in camera eye space - that is, at what distance does a slice start and end
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void ShadowPass::UpdateSplitDist(std::array<Frustum, MAX_SPLITS>& frusta, float near_distance, float far_distance)
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void ShadowPass::UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance)
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{
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float lambda = m_SplitWeight;
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float ratio = far_distance / near_distance;
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@@ -51,7 +51,7 @@ void ShadowPass::UpdateSplitDist(std::array<Frustum, MAX_SPLITS>& frusta, float
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frusta[m_CurrentNrOfSplits - 1].FarClip = far_distance;
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}
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void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v)
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void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v)
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{
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std::array<glm::vec4, 8> CornerPoint = {
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glm::vec4(-1.f, -1.f, -1.f, 1.f),
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@@ -72,7 +72,7 @@ void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::mat4 p, glm::mat4 v)
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}
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// Compute the 8 corner points of the current view frustum in world space
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void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir)
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void ShadowPass::UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir)
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{
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glm::vec3 up = glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 right = glm::normalize(glm::cross(view_dir, up));
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@@ -100,7 +100,7 @@ void ShadowPass::UpdateFrustumPoints(Frustum& frustum, glm::vec3 camera_position
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frustum.CornerPoint[7] = far_center - up * far_height + right * far_width;
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}
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float ShadowPass::FindRadius(Frustum& frustum)
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float ShadowPass::FindRadius(ShadowFrustum& frustum)
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{
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float radius = 0.f;
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@@ -164,7 +164,7 @@ void ShadowPass::ClearBuffer()
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m_DepthBuffer.Unbind();
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}
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void ShadowPass::PointsToLightspace(Frustum& frustum, glm::mat4 v)
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void ShadowPass::PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v)
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{
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float left = INFINITY;
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float right = -INFINITY;
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@@ -184,7 +184,7 @@ void ShadowPass::PointsToLightspace(Frustum& frustum, glm::mat4 v)
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frustum.LRBT = { left, right, bottom, top };
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}
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void ShadowPass::RadiusToLightspace(Frustum& frustum)
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void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
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{
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float quantizationStep = 1.0f / m_ResolutionSizeHeight;
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@@ -214,7 +214,7 @@ void ShadowPass::Draw(RenderScene & scene)
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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for (auto &job : scene.DirectionalLightJobs) {
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for (auto &job : scene.Jobs.DirectionalLight) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if (directionalLightJob) {
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@@ -230,7 +230,7 @@ void ShadowPass::Draw(RenderScene & scene)
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GLERROR("ShadowLight ERROR");
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for (auto &objectJob : scene.OpaqueObjects) {
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for (auto &objectJob : scene.Jobs.OpaqueObjects) {
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob))
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{
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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@@ -246,20 +246,35 @@ void ShadowPass::Draw(RenderScene & scene)
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}
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state->CullFace(GL_BACK);
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for (auto &objectJob : scene.TransparentObjects) {
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for (auto &objectJob : scene.Jobs.TransparentObjects) {
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob))
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{
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
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glActiveTexture(GL_TEXTURE24);
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if (modelJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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switch (modelJob->Type) {
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case RawModel::MaterialType::SingleTextures:
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case RawModel::MaterialType::Basic:
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{
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glActiveTexture(GL_TEXTURE24);
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if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
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}
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else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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break;
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}
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else {
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case RawModel::MaterialType::SplatMapping:
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{
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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break;
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}
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}
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glBindVertexArray(modelJob->Model->VAO);
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