Small fixing up
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@@ -211,19 +211,21 @@ float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler
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// Various bias methods.
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//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
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bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
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// Calculate coordinates in projection space.
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vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
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projCoords = projCoords * 0.5 + 0.5;
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//projCoords = (floor(projCoords * 255.0)) / 255.0;
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// Various methods for shadow calculation in fastest to slowest order.
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shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
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//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
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//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
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//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS]);
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//shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
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//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
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shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
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return 1.0 - shadowMapDepth;
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}
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@@ -327,8 +329,8 @@ void main()
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totalLighting.Specular += light_result.Specular;
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}
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totalLighting.Diffuse *= (1.0 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Specular *= (1.0 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
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//LightResult getInformation;
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@@ -2,7 +2,7 @@
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#define ALPHA_CUTOFF 0.3
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layout (binding = 12) uniform sampler2D DiffuseTexture;
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layout (binding = 24) uniform sampler2D DiffuseTexture;
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uniform float Alpha;
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in VertexData{
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@@ -186,6 +186,8 @@ void ShadowPass::PointsToLightspace(Frustum& frustum, glm::mat4 v)
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void ShadowPass::RadiusToLightspace(Frustum& frustum)
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{
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float quantizationStep = 1.0f / m_ResolutionSizeHeight;
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float left = -frustum.Radius;
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float right = frustum.Radius;
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float bottom = -frustum.Radius;
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@@ -219,6 +221,8 @@ void ShadowPass::Draw(RenderScene & scene)
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m_LightView[i] = glm::lookAt(glm::vec3(-directionalLightJob->Direction) + m_shadowFrusta[i].MiddlePoint, m_shadowFrusta[i].MiddlePoint, glm::vec3(0.f, 1.f, 0.f));
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PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
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//FindRadius(m_shadowFrusta[i]);
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//RadiusToLightspace(m_shadowFrusta[i]);
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m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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@@ -227,37 +231,43 @@ 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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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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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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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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GLERROR("Shadow Draw ERROR");
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GLERROR("Shadow Draw ERROR");
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}
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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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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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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_TEXTURE12);
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if (modelJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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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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}
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else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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GLERROR("Shadow Draw ERROR");
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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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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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GLERROR("Shadow Draw ERROR");
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}
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state->CullFace(GL_FRONT);
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}
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