Shadow will actually shut itself off and delete itself now

This commit is contained in:
FakeShemp
2016-03-13 16:19:17 +01:00
parent 52e5e2527a
commit 9b5e4c10fd
7 changed files with 409 additions and 140 deletions
+1
View File
@@ -76,6 +76,7 @@ private:
const ShadowPass* m_ShadowPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ForwardPlusNoShadowsProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram;
+1
View File
@@ -71,6 +71,7 @@ private:
bool m_ResizeWindow = false;
int m_SSAO_Quality = 0;
int m_GLOW_Quality = 2;
bool m_Shadow_Enabled = true;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
+6 -3
View File
@@ -38,6 +38,8 @@ public:
void ClearBuffer();
void Draw(RenderScene& scene);
void CheckStatus(bool status);
void DebugGUI();
GLuint DepthMap() const { return m_DepthMap; }
@@ -45,6 +47,7 @@ public:
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
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; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
bool EnableShadows() const { return m_EnableShadows; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
private:
@@ -63,8 +66,8 @@ private:
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
@@ -75,7 +78,7 @@ private:
bool m_TransparentObjects = false;
bool m_TexturedShadows = false;
bool m_EnableShadows = true;
bool m_EnableShadows = false;
int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.962f;
@@ -0,0 +1,204 @@
#version 430
#define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4
uniform mat4 VM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec4 DiffuseColor;
uniform vec2 ScreenDimensions;
uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
uniform float GlowIntensity;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform float FarDistance[MAX_SPLITS];
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
uniform vec2 SpecularUVRepeat;
uniform vec2 GlowUVRepeat;
layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 1) uniform sampler2D DiffuseTexture;
layout (binding = 2) uniform sampler2D NormalMapTexture;
layout (binding = 3) uniform sampler2D SpecularMapTexture;
layout (binding = 4) uniform sampler2D GlowMapTexture;
layout (binding = 5) uniform samplerCube CubeMap;
#define TILE_SIZE 16
struct LightSource {
vec4 Position;
vec4 Direction;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
int Type;
};
layout (std430, binding = 1) buffer LightBuffer
{
LightSource List[];
} LightSources;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
vec4 PositionLightSpace[MAX_SPLITS];
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * falloff, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
return result;
}
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 position = VM * vec4(Input.Position, 1.0);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-position);
vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
vec3 R = reflect(-I, Input.Normal);
//R = vec3(P * vec4(R, 1.0));
vec4 reflectionColor = texture(CubeMap, R);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
LightResult totalLighting;
totalLighting.Diffuse = vec4(AmbientColor.rgb * ao, 1.0);
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
for(int i = start; i < start + amount; i++) {
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
LightResult light_result;
//These if statements should be removed.
if(light.Type == 1) { // point
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
} else if (light.Type == 2) { //Directional
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
}
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//sceneColor = CommonUniforms.testColour;
//sceneColor = vec4(reflectionColor.xyz, 1);
color_result.xyz += glowTexel.xyz*GlowIntensity;
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
//Tiled Debug Code
/*
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
sceneColor += vec4(0.5, 0, 0, 0);
} else {
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
}
*/
}
+47 -10
View File
@@ -65,6 +65,15 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ForwardPlusProgram->Link();
GLERROR("Creating forward+ program");
m_ForwardPlusNoShadowsProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusNoShadowProgram");
m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ForwardPlusNoShadowsProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusNoShadows.frag.glsl")));
m_ForwardPlusNoShadowsProgram->Compile();
m_ForwardPlusNoShadowsProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusNoShadowsProgram->BindFragDataLocation(1, "bloomColor");
m_ForwardPlusNoShadowsProgram->Link();
GLERROR("Creating forward+ program without shadows");
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
@@ -354,7 +363,12 @@ void DrawFinalPass::OnWindowResize()
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLuint forwardHandle;
if (m_ShadowPass->EnableShadows()) {
forwardHandle = m_ForwardPlusProgram->GetHandle();
} else {
forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
}
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
@@ -536,9 +550,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
else {
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
if (lastShader != forwardHandle) {
if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
} else {
m_ForwardPlusNoShadowsProgram->Bind();
}
lastShader = forwardHandle;
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -623,7 +641,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLuint forwardHandle;
if (m_ShadowPass->EnableShadows()) {
forwardHandle = m_ForwardPlusProgram->GetHandle();
} else {
forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
}
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLuint explosionSplatMapHandle = m_ExplosionEffectSplatMapProgram->GetHandle();
GLuint forwardSplatMapHandle = m_ForwardPlusSplatMapProgram->GetHandle();
@@ -1024,9 +1047,14 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
}
else {
if (lastShader != m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
lastShader = m_ForwardPlusProgram->GetHandle();
if (lastShader != forwardHandle) {
if (forwardHandle == m_ForwardPlusProgram->GetHandle()) {
m_ForwardPlusProgram->Bind();
}
else {
m_ForwardPlusNoShadowsProgram->Bind();
}
lastShader = forwardHandle;
GLERROR("Bind ForwardPlusProgram program");
glUniform1i(glGetUniformLocation(forwardHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -1112,7 +1140,12 @@ void DrawFinalPass::DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_p
void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLuint forwardHandle;
if (m_ShadowPass->EnableShadows()) {
forwardHandle = m_ForwardPlusProgram->GetHandle();
} else {
forwardHandle = m_ForwardPlusNoShadowsProgram->GetHandle();
}
GLERROR("forwardHandle");
GLuint explosionHandle = m_ExplosionEffectProgram->GetHandle();
GLERROR("explosionHandle");
@@ -1171,7 +1204,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
//bind forward program
m_ForwardPlusProgram->Bind();
if (m_ShadowPass->EnableShadows()) {
m_ForwardPlusProgram->Bind();
} else {
m_ForwardPlusNoShadowsProgram->Bind();
}
glUniform2f(glGetUniformLocation(forwardHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//bind uniforms
+2
View File
@@ -168,8 +168,10 @@ void Renderer::Draw(RenderFrame& frame)
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
ImGui::Checkbox("EnableShadows", &m_Shadow_Enabled);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
m_ShadowPass->CheckStatus(m_Shadow_Enabled);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
+148 -127
View File
@@ -6,7 +6,7 @@ ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
m_ResolutionSizeWidth = shadow_res_x;
m_ResolutionSizeHeight = shadow_res_y;
InitializeFrameBuffers();
CheckStatus(true);
InitializeShaderPrograms();
}
@@ -14,18 +14,17 @@ ShadowPass::ShadowPass(IRenderer * renderer)
{
m_Renderer = renderer;
InitializeFrameBuffers();
CheckStatus(true);
InitializeShaderPrograms();
}
ShadowPass::~ShadowPass()
{
glDeleteTextures(1, &m_DepthMap);
}
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);
@@ -126,6 +125,7 @@ float ShadowPass::FindRadius(ShadowFrustum& frustum)
void ShadowPass::InitializeFrameBuffers()
{
// Depth texture
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;
}