Rewritten. Works as a charm now.

This commit is contained in:
FakeShemp
2016-03-03 03:28:21 +01:00
parent 28e9ba1208
commit 7ea26d10ee
19 changed files with 224 additions and 199 deletions
+82 -75
View File
@@ -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;
}
}