Shadow will actually shut itself off and delete itself now
This commit is contained in:
@@ -76,6 +76,7 @@ private:
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const ShadowPass* m_ShadowPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ForwardPlusNoShadowsProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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@@ -71,6 +71,7 @@ private:
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bool m_ResizeWindow = false;
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int m_SSAO_Quality = 0;
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int m_GLOW_Quality = 2;
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bool m_Shadow_Enabled = true;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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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 CheckStatus(bool status);
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void DebugGUI();
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GLuint DepthMap() const { return m_DepthMap; }
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@@ -45,6 +47,7 @@ public:
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std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
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std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
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int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
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bool EnableShadows() const { return m_EnableShadows; }
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void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
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private:
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@@ -63,8 +66,8 @@ 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_ShadowProgramSkinned;
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ShaderProgram* m_ShadowProgram;
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ShaderProgram* m_ShadowProgramSkinned;
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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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@@ -75,7 +78,7 @@ private:
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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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bool m_EnableShadows = false;
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int m_CurrentNrOfSplits = 4;
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float m_SplitWeight = 0.962f;
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@@ -0,0 +1,204 @@
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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 VM;
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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 vec4 Color;
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uniform vec4 DiffuseColor;
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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 GlowIntensity;
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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 = 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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#define TILE_SIZE 16
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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int Type;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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float Amount;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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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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vec3 Tangent;
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vec3 BiTangent;
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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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out vec4 bloomColor;
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * falloff, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 R = normalize( reflect(-lightVec, normal));
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float RdotV = max( dot(R, viewVec), 0.0);
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return lightColor * pow(RdotV, 90.0);
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}
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vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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float power = max( dot(normal, lightVec), 0.0);
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return lightColor * power;
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}
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LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist, falloff);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
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return result;
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}
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LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
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{
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vec4 L = normalize( -vec4(direction.xyz, 0) );
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LightResult result;
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result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
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result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
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return result;
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}
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
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{
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mat3 TBN = mat3(tangent, bitangent, normal);
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vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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vec4 position = VM * vec4(Input.Position, 1.0);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
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vec3 R = reflect(-I, Input.Normal);
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//R = vec3(P * vec4(R, 1.0));
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vec4 reflectionColor = texture(CubeMap, R);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
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LightResult totalLighting;
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totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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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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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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light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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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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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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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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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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if(pos <= FillPercentage) {
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//sceneColor = CommonUniforms.testColour;
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
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//Tiled Debug Code
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/*
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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sceneColor += vec4(0.5, 0, 0, 0);
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} else {
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sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
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}
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*/
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}
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@@ -65,6 +65,15 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusProgram->Link();
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GLERROR("Creating forward+ program");
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m_ForwardPlusNoShadowsProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusNoShadowProgram");
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m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusNoShadows.frag.glsl")));
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m_ForwardPlusNoShadowsProgram->Compile();
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m_ForwardPlusNoShadowsProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusNoShadowsProgram->BindFragDataLocation(1, "bloomColor");
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m_ForwardPlusNoShadowsProgram->Link();
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GLERROR("Creating forward+ program without shadows");
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m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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@@ -354,7 +363,12 @@ void DrawFinalPass::OnWindowResize()
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLuint forwardHandle;
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if (m_ShadowPass->EnableShadows()) {
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forwardHandle = m_ForwardPlusProgram->GetHandle();
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} else {
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forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
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}
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
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GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
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@@ -536,9 +550,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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if (lastShader != m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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lastShader = m_ForwardPlusProgram->GetHandle();
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if (lastShader != forwardHandle) {
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if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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} else {
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m_ForwardPlusNoShadowsProgram->Bind();
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}
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lastShader = forwardHandle;
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GLERROR("Bind ForwardPlusProgram program");
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glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -623,7 +641,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLuint forwardHandle;
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if (m_ShadowPass->EnableShadows()) {
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forwardHandle = m_ForwardPlusProgram->GetHandle();
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} else {
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forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
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}
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
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GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
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@@ -1024,9 +1047,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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}
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else {
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if (lastShader != m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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lastShader = m_ForwardPlusProgram->GetHandle();
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if (lastShader != forwardHandle) {
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if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
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m_ForwardPlusProgram->Bind();
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}
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else {
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m_ForwardPlusNoShadowsProgram->Bind();
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}
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lastShader = forwardHandle;
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GLERROR("Bind ForwardPlusProgram program");
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glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -1112,7 +1140,12 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
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void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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GLuint forwardHandle;
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if (m_ShadowPass->EnableShadows()) {
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forwardHandle = m_ForwardPlusProgram->GetHandle();
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} else {
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forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
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}
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GLERROR("forwardHandle");
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GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
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GLERROR("explosionHandle");
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@@ -1171,7 +1204,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//bind forward program
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m_ForwardPlusProgram->Bind();
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if (m_ShadowPass->EnableShadows()) {
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m_ForwardPlusProgram->Bind();
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} else {
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m_ForwardPlusNoShadowsProgram->Bind();
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}
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glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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//bind uniforms
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@@ -168,8 +168,10 @@ void Renderer::Draw(RenderFrame& frame)
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
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ImGui::Checkbox("EnableShadows", &m_Shadow_Enabled);
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
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m_ShadowPass->CheckStatus(m_Shadow_Enabled);
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GLERROR("SSAO Settings");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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+148
-127
@@ -6,7 +6,7 @@ ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
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m_ResolutionSizeWidth = shadow_res_x;
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m_ResolutionSizeHeight = shadow_res_y;
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InitializeFrameBuffers();
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CheckStatus(true);
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InitializeShaderPrograms();
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}
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@@ -14,18 +14,17 @@ ShadowPass::ShadowPass(IRenderer * renderer)
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{
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m_Renderer = renderer;
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InitializeFrameBuffers();
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CheckStatus(true);
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InitializeShaderPrograms();
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}
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ShadowPass::~ShadowPass()
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{
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glDeleteTextures(1, &m_DepthMap);
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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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@@ -126,6 +125,7 @@ float ShadowPass::FindRadius(ShadowFrustum& frustum)
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void ShadowPass::InitializeFrameBuffers()
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{
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// Depth texture
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glDeleteTextures(1, &m_DepthMap);
|
||||
glGenTextures(1, &m_DepthMap);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
|
||||
@@ -156,12 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
|
||||
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgram->Link();
|
||||
|
||||
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||
m_ShadowProgramSkinned->Compile();
|
||||
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgramSkinned->Link();
|
||||
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
|
||||
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
|
||||
m_ShadowProgramSkinned->Compile();
|
||||
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
|
||||
m_ShadowProgramSkinned->Link();
|
||||
}
|
||||
|
||||
void ShadowPass::ClearBuffer()
|
||||
@@ -209,53 +209,109 @@ void ShadowPass::RadiusToLightspace(ShadowFrustum& frustum)
|
||||
frustum.LRBT = { left, right, bottom, top };
|
||||
}
|
||||
|
||||
void ShadowPass::CheckStatus(bool shadowStatus)
|
||||
{
|
||||
if (m_EnableShadows == shadowStatus) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_EnableShadows = shadowStatus;
|
||||
|
||||
if (m_EnableShadows == false) {
|
||||
glDeleteTextures(1, &m_DepthMap);
|
||||
return;
|
||||
}
|
||||
|
||||
InitializeFrameBuffers();
|
||||
}
|
||||
|
||||
void ShadowPass::Draw(RenderScene & scene)
|
||||
{
|
||||
if (m_EnableShadows) {
|
||||
InitializeCameras(scene);
|
||||
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||
if (!m_EnableShadows) {
|
||||
return;
|
||||
}
|
||||
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
InitializeCameras(scene);
|
||||
UpdateSplitDist(m_shadowFrusta, scene.Camera->NearClip(), scene.Camera->FarClip());
|
||||
|
||||
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
UpdateFrustumPoints(m_shadowFrusta[i], scene.Camera->Position(), scene.Camera->Forward());
|
||||
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
|
||||
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
|
||||
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);
|
||||
|
||||
GLuint shaderHandle;
|
||||
|
||||
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));
|
||||
|
||||
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]);
|
||||
|
||||
|
||||
GLuint shaderHandle;
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
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]));
|
||||
|
||||
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));
|
||||
|
||||
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]);
|
||||
|
||||
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
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]));
|
||||
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
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]));
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
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) {
|
||||
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
|
||||
if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
}
|
||||
else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
|
||||
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");
|
||||
}
|
||||
}
|
||||
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);
|
||||
|
||||
@@ -263,25 +319,53 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
continue;
|
||||
}
|
||||
|
||||
if(modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
}
|
||||
else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
}
|
||||
else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
@@ -290,76 +374,13 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
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);
|
||||
|
||||
if (!modelJob->Shadow) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (modelJob->Model->IsSkinned()) {
|
||||
m_ShadowProgramSkinned->Bind();
|
||||
shaderHandle = m_ShadowProgramSkinned->GetHandle();
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetTPose();
|
||||
}
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
m_ShadowProgram->Bind();
|
||||
shaderHandle = m_ShadowProgram->GetHandle();
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user