Rewritten. Works as a charm now.
This commit is contained in:
@@ -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");
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@@ -1309,7 +1308,6 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 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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case RawModel::MaterialType::SplatMapping:
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@@ -16,6 +16,7 @@ Texture2D::~Texture2D()
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}
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}
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RenderBuffer::~RenderBuffer()
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{
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if (m_ResourceHandle != 0) {
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@@ -51,7 +52,6 @@ void FrameBuffer::Generate()
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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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@@ -60,13 +60,13 @@ void FrameBuffer::Generate()
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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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GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
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break;
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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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// Need GL_DEPTH_ATTACHMENT for shadows
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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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attachments.push_back((*it)->m_Attachment);
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}
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GLERROR("Attachment");
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@@ -74,19 +74,19 @@ void FrameBuffer::Generate()
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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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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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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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@@ -12,7 +12,7 @@ RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, Rende
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
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m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 300.f);
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m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
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}
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RenderSystem::~RenderSystem()
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@@ -86,6 +86,11 @@ void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
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m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
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//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
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//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
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//m_ExplosionEffectProgram->Compile();
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//m_ExplosionEffectProgram->Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -127,8 +132,9 @@ void Renderer::Draw(RenderFrame& frame)
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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m_ShadowPass->ClearBuffer();
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m_SSAOPass->ClearBuffer();
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m_ShadowPass->ClearBuffer();
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m_ShadowPass->DebugGUI();
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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GLERROR("ClearBuffers");
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for (auto scene : frame.RenderScenes) {
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@@ -144,7 +150,9 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StartTimer("Renderer-Depth");
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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m_ShadowPass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Draw shadow maps");
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m_ShadowPass->Draw(*scene);
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GLERROR("Draw shadow maps");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
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m_LightCullingPass->GenerateNewFrustum(*scene);
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GLERROR("Generate frustums");
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@@ -187,7 +195,7 @@ void Renderer::Draw(RenderFrame& frame)
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}
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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}
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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@@ -239,9 +247,9 @@ void Renderer::InitializeRenderPasses()
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{
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_ShadowPass = new ShadowPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_ShadowPass = new ShadowPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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@@ -1,6 +1,5 @@
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#include "Rendering/ShadowPass.h"
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ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
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{
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m_Renderer = renderer;
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@@ -24,6 +23,15 @@ ShadowPass::~ShadowPass()
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}
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void ShadowPass::DebugGUI()
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{
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ImGui::Checkbox("EnableShadows", &m_EnableShadows);
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
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ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
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ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
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}
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void ShadowPass::InitializeCameras(RenderScene & scene)
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{
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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@@ -198,101 +206,100 @@ void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
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void ShadowPass::Draw(RenderScene & scene)
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{
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
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if (m_EnableShadows) {
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InitializeCameras(scene);
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UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
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InitializeCameras(scene);
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UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
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m_ShadowProgram->Bind();
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GLuint shaderHandle = m_ShadowProgram->GetHandle();
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glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
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m_ShadowProgram->Bind();
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GLuint shaderHandle = m_ShadowProgram->GetHandle();
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glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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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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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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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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if (directionalLightJob) {
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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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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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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
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GLERROR("ShadowLight ERROR");
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GLERROR("ShadowLight ERROR");
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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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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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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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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
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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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}
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if (m_TransparentObjects) {
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state->CullFace(GL_BACK);
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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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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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state->CullFace(GL_BACK);
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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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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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if (directionalLightJob->TextureAlphaShadows) {
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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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if (m_TexturedShadows) {
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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) {
|
||||
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