Rewritten. Works as a charm now.
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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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