Shadows WIP
- create 2D texture (depthmap)
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@@ -15,13 +15,14 @@ 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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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
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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((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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@@ -22,6 +22,7 @@
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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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class Renderer : public IRenderer
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{
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@@ -57,6 +58,7 @@ 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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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -0,0 +1,124 @@
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#include "ShadowPass.h"
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ShadowPass::ShadowPass(IRenderer * renderer)
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{
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m_Renderer = renderer;
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//InitializeTextures();
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InitializeFrameBuffers();
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InitializeShaderPrograms();
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}
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ShadowPass::~ShadowPass()
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{
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}
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void ShadowPass::InitializeFrameBuffers()
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{
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// glGenRenderbuffers(1, &m_DepthFBO);
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// glBindRenderbuffer(GL_RENDERBUFFER, m_DepthFBO);
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// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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// Depth texture
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glGenTextures(1, &m_DepthMap);
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glBindTexture(GL_TEXTURE_2D, m_DepthMap);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
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m_DepthBuffer.Generate();
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GLERROR("depthMap failed");
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}
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void ShadowPass::InitializeShaderPrograms()
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{
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m_ShadowProgram = ResourceManager::Load<ShaderProgram>("#ShadowProgram");
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m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Shadow.vert.glsl")));
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m_ShadowProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
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m_ShadowProgram->Compile();
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m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgram->Link();
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}
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void ShadowPass::ClearBuffer()
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{
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m_DepthBuffer.Bind();
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_DepthBuffer.Unbind();
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}
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void ShadowPass::Draw(RenderScene & scene)
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{
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
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GLuint shaderHandle = m_ShadowProgram->GetHandle();
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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m_ShadowProgram->Bind();
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//if (scene.ClearDepth) {
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// glClear(GL_COLOR_BUFFER_BIT);
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//}
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for (auto &job : scene.DirectionalLightJobs) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if(directionalLightJob) {
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GLfloat near_plane = 1.0f, far_plane = 200.5f;
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glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
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// broken?
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//glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)), glm::vec3(0,0,0), glm::vec3(0,1,0));
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glm::mat4 lightView = glm::lookAt(glm::vec3(50.f, 50.f, 50.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
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//glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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GLERROR("ShadowLight ERROR");
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for (auto &objectJob : scene.OpaqueObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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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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GLERROR("Shadow Draw ERROR");
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}
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}
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m_DepthBuffer.Unbind();
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delete state;
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}
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//m_ShadowProgram->Unbind();
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}
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@@ -0,0 +1,50 @@
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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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#include "ShaderProgram.h"
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#include "../Core/EventBroker.h"
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#include "../Core/World.h"
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#include "ShadowPassState.h"
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//#include "ShadowPassState.h" // not created yet
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class ShadowPass
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{
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public:
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ShadowPass(IRenderer* renderer);
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~ShadowPass();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void ClearBuffer();
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void Draw(RenderScene& scene);
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GLuint DepthMap() const { return m_DepthMap; }
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private:
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EventBroker* m_EventBroker;
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const IRenderer* m_Renderer;
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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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GLuint m_DepthFBO;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef ShadowPassState_h_
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#define ShadowPassState_h_
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#include "Rendering/RenderState.h"
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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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private:
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};
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#endif
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,18 @@
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#version 430
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in VertexData{
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vec3 Position;
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}Input;
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//layout(location = 0 ) out vec4 ShadowMap;
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layout(location = 0 ) out float ShadowMap;
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void main()
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{
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//ShadowMap = vec4(vec3(gl_FragCoord.z), 1.0);
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//ShadowMap = gl_FragCoord.z;
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}
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@@ -0,0 +1,17 @@
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#version 430
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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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layout(location = 0) in vec3 Position;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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Output.Position = Position;
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gl_Position = P * V * M * vec4(Position, 1.0);
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}
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@@ -58,7 +58,7 @@ void FrameBuffer::Generate()
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}
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
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if ((*it)->m_ResourceType == GL_TEXTURE_2D) {
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attachments.push_back((*it)->m_Attachment);
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}
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}
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@@ -93,7 +93,7 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderFrame& frame)
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{
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Shadow");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -102,11 +102,13 @@ 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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for (auto scene : frame.RenderScenes){
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SortRenderJobsByDepth(*scene);
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m_PickingPass->Draw(*scene);
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m_ShadowPass->Draw(*scene);
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m_LightCullingPass->GenerateNewFrustum(*scene);
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m_LightCullingPass->FillLightList(*scene);
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m_LightCullingPass->CullLights(*scene);
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@@ -133,6 +135,10 @@ 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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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_ShadowPass->DepthMap());
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// m_DrawScreenQuadPass->Draw();
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}
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m_ImGuiRenderPass->Draw();
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@@ -177,4 +183,5 @@ void Renderer::InitializeRenderPasses()
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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m_ShadowPass = new ShadowPass(this);
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}
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@@ -0,0 +1,16 @@
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#include "Rendering/ShadowPassState.h"
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ShadowPassState::ShadowPassState(GLuint frameBuffer)
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{
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GLERROR("---2");
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BindFramebuffer(frameBuffer);
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GLERROR("---3");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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Disable(GL_BLEND);
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}
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ShadowPassState::~ShadowPassState()
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{
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}
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