Rewritten. Works as a charm now.
This commit is contained in:
@@ -15,17 +15,16 @@ struct DirectionalLightJob : RenderJob
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DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightComponent, World* m_World)
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: 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(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
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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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glm::quat Orientation;
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glm::vec4 Direction;
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glm::vec4 Color;
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float Intensity;
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bool TextureAlphaShadows = false;
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void CalculateHash() override
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{
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@@ -64,9 +64,9 @@ private:
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const ShadowPass* m_ShadowPass;
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const CubeMapPass* m_CubeMapPass;
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const SSAOPass* m_SSAOPass;
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const ShadowPass* m_ShadowPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -24,9 +24,9 @@
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#include "../Core/Transform.h"
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#include "imgui/imgui.h"
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#include "TextPass.h"
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#include "ShadowPass.h"
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#include "Util/CommonFunctions.h"
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#include "Core/PerformanceTimer.h"
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#include "ShadowPass.h"
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class Renderer : public IRenderer
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{
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@@ -74,9 +74,9 @@ private:
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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ShadowPass* m_ShadowPass;
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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ShadowPass* m_ShadowPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -1,5 +1,5 @@
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#ifndef ShadowPass_h_
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#define ShadowPass_h_
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#ifndef ShadowPass_h__
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#define ShadowPass_h__
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#include "IRenderer.h"
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#include "FrameBuffer.h"
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@@ -38,6 +38,8 @@ public:
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void ClearBuffer();
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void Draw(RenderScene& scene);
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void DebugGUI();
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GLuint DepthMap() const { return m_DepthMap; }
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std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
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std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
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@@ -62,7 +64,6 @@ private:
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GLuint m_DepthMap;
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FrameBuffer m_DepthBuffer;
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ShaderProgram* m_ShadowProgram;
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//ShaderProgram* m_TransparentShadowProgram;
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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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@@ -71,8 +72,12 @@ private:
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GLuint m_ResolutionSizeWidth = 1024 * 2;
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GLuint m_ResolutionSizeHeight = 1024 * 2;
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bool m_TransparentObjects = false;
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bool m_TexturedShadows = false;
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bool m_EnableShadows = true;
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int m_CurrentNrOfSplits = 4;
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float m_SplitWeight = 0.91f;
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float m_SplitWeight = 0.962f;
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std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
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@@ -6,8 +6,8 @@
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class ShadowPassState : public RenderState
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{
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public:
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ShadowPassState(GLuint frameBuffer);
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~ShadowPassState();
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ShadowPassState(GLuint frameBuffer);
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~ShadowPassState();
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private:
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};
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@@ -1,7 +1,7 @@
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#version 430
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#define MAX_SPLITS 4
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 M;
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uniform mat4 V;
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@@ -12,22 +12,22 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float FarDistance[MAX_SPLITS];
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uniform float GlowIntensity = 10;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform float FarDistance[MAX_SPLITS];
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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uniform vec2 SpecularUVRepeat;
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uniform vec2 GlowUVRepeat;
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layout (binding = 0) uniform sampler2D AOTexture;
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layout (binding = 6) uniform sampler2DArrayShadow DepthMap;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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layout (binding = 5) uniform samplerCube CubeMap;
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layout (binding = 13) uniform sampler2DArrayShadow DepthMap;
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#define TILE_SIZE 16
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@@ -62,7 +62,6 @@ layout (std430, binding = 4) buffer LightIndexBuffer
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float LightIndex[];
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};
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in VertexData{
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vec3 Position;
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vec3 Normal;
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@@ -155,6 +154,62 @@ float Random(vec3 seed, int i)
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return fract(sin(dot_product) * 43758.5453);
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}
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int getShadowIndex(float far_distance[1])
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{
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return 0;
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}
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int getShadowIndex(float far_distance[2])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 1;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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return index;
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}
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int getShadowIndex(float far_distance[3])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 2;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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return index;
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}
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int getShadowIndex(float far_distance[4])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 3;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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else if ( depth < far_distance[2] && depth > far_distance[1] )
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{
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index = 2;
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}
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return index;
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}
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// Standard hardware-calculated PCF method
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float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index)
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{
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@@ -237,62 +292,6 @@ float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler
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shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
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return shadowMapDepth;
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}
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int getShadowIndex(float far_distance[1])
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{
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return 0;
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}
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int getShadowIndex(float far_distance[2])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 1;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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return index;
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}
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int getShadowIndex(float far_distance[3])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 2;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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return index;
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}
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int getShadowIndex(float far_distance[4])
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{
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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int index = 3;
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if ( depth < far_distance[0] )
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{
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index = 0;
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}
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else if ( depth < far_distance[1] && depth > far_distance[0] )
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{
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index = 1;
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}
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else if ( depth < far_distance[2] && depth > far_distance[1] )
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{
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index = 2;
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}
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return index;
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}
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void main()
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@@ -322,14 +321,14 @@ void main()
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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float shadowFactor = 0.0;
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float shadowFactor = 0.0;
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for(int i = start; i < start + amount; i++) {
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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LightResult light_result;
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//These if statements should be removed.
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if(light.Type == 1) { // point
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@@ -342,17 +341,17 @@ void main()
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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}
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totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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//LightResult getInformation;
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
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color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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@@ -1,6 +1,7 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 M;
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uniform mat4 V;
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@@ -69,6 +70,7 @@ 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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@@ -1,9 +1,13 @@
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#version 430
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#define MAX_SPLITS 4
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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uniform mat4 LightV[MAX_SPLITS];
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uniform mat4 LightP[MAX_SPLITS];
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -44,5 +48,9 @@ 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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for(int i = 0; i < MAX_SPLITS; i++)
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{
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Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * boneTransform * vec4(Position, 1.0);
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}
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}
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@@ -1,5 +1,7 @@
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#version 430
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#define MAX_SPLITS 4
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -95,6 +97,7 @@ 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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@@ -1,6 +1,7 @@
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#version 430
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 M;
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uniform mat4 V;
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@@ -19,6 +19,4 @@ void main()
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{
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discard;
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}
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}
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}
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@@ -7,7 +7,7 @@ EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer,
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &EditorRenderSystem::OnSetCamera);
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auto resolution = Rectangle::Rectangle(1280, 720);
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m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 500.f);
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m_EditorCamera = new Camera((float)resolution.Width / resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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void EditorRenderSystem::Update(double dt)
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@@ -17,10 +17,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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m_EditorCamera = importEntity(EntityWrapper(m_EditorWorld, EntityID_Invalid), "Schema/Entities/Empty.xml");
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m_ActualCamera = m_EditorCamera;
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m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Transform");
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auto cCamera = m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Camera");
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// TOBIAS TVINGADE MIG ATT HÅRDKODA
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(double&)cCamera["FarClip"] = 400.0;
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m_EditorWorld->AttachComponent(m_EditorCamera.ID, "Camera");
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m_EditorCameraInputController = new EditorCameraInputController<EditorSystem>(m_EventBroker, -1);
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m_EditorGUI = new EditorGUI(m_World, m_EventBroker);
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@@ -4,10 +4,10 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
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, m_LightCullingPass(lightCullingPass)
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, m_CubeMapPass(cubeMapPass)
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, m_SSAOPass(ssaoPass)
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, m_ShadowPass(shadowPass)
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{
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//TODO: Make sure that uniforms are not sent into shader if not needed.
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m_ShieldPixelRate = 8;
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m_ShadowPass = shadowPass;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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@@ -343,7 +343,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
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glActiveTexture(GL_TEXTURE6);
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glActiveTexture(GL_TEXTURE13);
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if (m_ShadowPass->DepthMap() != NULL) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
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}
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@@ -1091,10 +1092,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 20 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
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glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
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GLERROR("END");
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}
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@@ -1133,12 +1134,10 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLERROR("Bind 10 uniform");
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GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
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glUniform1f(Location_GlowIntensity, job->GlowIntensity);
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glUniform1f(Location_GlowIntensity, job->GlowIntensity);
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//Shadow
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightP().data()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), MAX_SPLITS, GL_FALSE, glm::value_ptr(*m_ShadowPass->LightV().data()));
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glUniform1fv(glGetUniformLocation(shaderHandle, "FarDistance"), MAX_SPLITS, m_ShadowPass->FarDistance().data());
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GLERROR("END");
|
||||
@@ -1309,7 +1308,6 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
|
||||
@@ -16,6 +16,7 @@ Texture2D::~Texture2D()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
RenderBuffer::~RenderBuffer()
|
||||
{
|
||||
if (m_ResourceHandle != 0) {
|
||||
@@ -51,7 +52,6 @@ void FrameBuffer::Generate()
|
||||
switch ((*it)->m_ResourceType) {
|
||||
case GL_TEXTURE_2D:
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||
attachments.push_back((*it)->m_Attachment);
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||
break;
|
||||
case GL_RENDERBUFFER:
|
||||
@@ -60,13 +60,13 @@ void FrameBuffer::Generate()
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
|
||||
attachments.push_back((*it)->m_Attachment);
|
||||
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
|
||||
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
|
||||
break;
|
||||
}
|
||||
GLERROR("2");
|
||||
|
||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||
// Need GL_DEPTH_ATTACHMENT for shadows
|
||||
if (/*(*it)->m_Attachment != GL_DEPTH_ATTACHMENT &&*/ (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||
attachments.push_back((*it)->m_Attachment);
|
||||
}
|
||||
GLERROR("Attachment");
|
||||
@@ -74,19 +74,19 @@ void FrameBuffer::Generate()
|
||||
}
|
||||
GLERROR("3");
|
||||
|
||||
GLenum* bufferTextures = &attachments[0];
|
||||
glDrawBuffers(attachments.size(), bufferTextures);
|
||||
if (GLERROR("GLBufferAttachement error")) {
|
||||
printf(": AttachmentSize %i", attachments.size());
|
||||
}
|
||||
GLenum* bufferTextures = &attachments[0];
|
||||
glDrawBuffers(attachments.size(), bufferTextures);
|
||||
if (GLERROR("GLBufferAttachement error")) {
|
||||
printf(": AttachmentSize %i", attachments.size());
|
||||
}
|
||||
|
||||
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
GLERROR("Framebuffer incomplete");
|
||||
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
GLERROR("END");
|
||||
|
||||
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
GLERROR("Framebuffer incomplete");
|
||||
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
GLERROR("END");
|
||||
}
|
||||
}
|
||||
|
||||
void FrameBuffer::Bind()
|
||||
|
||||
@@ -12,7 +12,7 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
|
||||
|
||||
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 300.f);
|
||||
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
|
||||
}
|
||||
|
||||
RenderSystem::~RenderSystem()
|
||||
|
||||
@@ -86,6 +86,11 @@ void Renderer::InitializeShaders()
|
||||
{
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
||||
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
|
||||
//m_ExplosionEffectProgram->Compile();
|
||||
//m_ExplosionEffectProgram->Link();
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
@@ -127,8 +132,9 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_PickingPass->ClearPicking();
|
||||
m_DrawFinalPass->ClearBuffer();
|
||||
m_DrawBloomPass->ClearBuffer();
|
||||
m_ShadowPass->ClearBuffer();
|
||||
m_SSAOPass->ClearBuffer();
|
||||
m_ShadowPass->ClearBuffer();
|
||||
m_ShadowPass->DebugGUI();
|
||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||
GLERROR("ClearBuffers");
|
||||
for (auto scene : frame.RenderScenes) {
|
||||
@@ -144,7 +150,9 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||
SortRenderJobsByDepth(*scene);
|
||||
GLERROR("SortByDepth");
|
||||
m_ShadowPass->Draw(*scene);
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Draw shadow maps");
|
||||
m_ShadowPass->Draw(*scene);
|
||||
GLERROR("Draw shadow maps");
|
||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||
m_LightCullingPass->GenerateNewFrustum(*scene);
|
||||
GLERROR("Generate frustums");
|
||||
@@ -187,7 +195,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
}
|
||||
if (m_DebugTextureToDraw == 4) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
}
|
||||
if (m_DebugTextureToDraw == 5) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
@@ -239,9 +247,9 @@ void Renderer::InitializeRenderPasses()
|
||||
{
|
||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_ShadowPass = new ShadowPass(this);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||
m_ShadowPass = new ShadowPass(this);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#include "Rendering/ShadowPass.h"
|
||||
|
||||
|
||||
ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
@@ -24,6 +23,15 @@ ShadowPass::~ShadowPass()
|
||||
|
||||
}
|
||||
|
||||
void ShadowPass::DebugGUI()
|
||||
{
|
||||
ImGui::Checkbox("EnableShadows", &m_EnableShadows);
|
||||
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
|
||||
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
|
||||
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
|
||||
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
|
||||
}
|
||||
|
||||
void ShadowPass::InitializeCameras(RenderScene & scene)
|
||||
{
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
@@ -198,101 +206,100 @@ void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
|
||||
|
||||
void ShadowPass::Draw(RenderScene & scene)
|
||||
{
|
||||
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
|
||||
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
|
||||
if (m_EnableShadows) {
|
||||
InitializeCameras(scene);
|
||||
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||
|
||||
InitializeCameras(scene);
|
||||
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
m_ShadowProgram->Bind();
|
||||
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
|
||||
m_ShadowProgram->Bind();
|
||||
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
|
||||
for (auto &job : scene.Jobs.DirectionalLight) {
|
||||
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
|
||||
if (directionalLightJob) {
|
||||
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));
|
||||
|
||||
if (directionalLightJob) {
|
||||
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));
|
||||
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
|
||||
//FindRadius(m_shadowFrusta[i]);
|
||||
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||
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]);
|
||||
|
||||
PointsToLightspace(m_shadowFrusta[i], m_LightView[i]);
|
||||
//FindRadius(m_shadowFrusta[i]);
|
||||
//RadiusToLightspace(m_shadowFrusta[i]);
|
||||
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]);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
|
||||
GLERROR("ShadowLight ERROR");
|
||||
|
||||
GLERROR("ShadowLight ERROR");
|
||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob))
|
||||
{
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m_TransparentObjects) {
|
||||
state->CullFace(GL_BACK);
|
||||
for (auto &objectJob : scene.Jobs.TransparentObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
state->CullFace(GL_BACK);
|
||||
for (auto &objectJob : scene.Jobs.TransparentObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob))
|
||||
{
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
if (directionalLightJob->TextureAlphaShadows) {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
|
||||
if (m_TexturedShadows) {
|
||||
switch (modelJob->Type) {
|
||||
case RawModel::MaterialType::SingleTextures:
|
||||
case RawModel::MaterialType::Basic:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
if (modelJob->DiffuseTexture.size() > 0 && modelJob->DiffuseTexture[0]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture[0]->Texture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(modelJob->DiffuseTexture[0]->UVRepeat));
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE24);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
break;
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
|
||||
GLERROR("Shadow Draw ERROR");
|
||||
state->CullFace(GL_FRONT);
|
||||
}
|
||||
}
|
||||
state->CullFace(GL_FRONT);
|
||||
}
|
||||
}
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_DepthBuffer.Unbind();
|
||||
delete state;
|
||||
}
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
m_DepthBuffer.Unbind();
|
||||
delete state;
|
||||
}
|
||||
}
|
||||
@@ -2,10 +2,10 @@
|
||||
|
||||
ShadowPassState::ShadowPassState(GLuint frameBuffer)
|
||||
{
|
||||
BindFramebuffer(frameBuffer);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
BindFramebuffer(frameBuffer);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
Enable(GL_CULL_FACE);
|
||||
Disable(GL_BLEND);
|
||||
Disable(GL_TEXTURE_2D);
|
||||
CullFace(GL_FRONT);
|
||||
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
||||
|
||||
Reference in New Issue
Block a user