Shadow will actually shut itself off and delete itself now
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@@ -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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