Shadows now working on NVIDIA cards too
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@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
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EntityWrapper entity(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false, false);
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if (cModel["Transparent"]) {
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scene.Jobs.TransparentObjects.push_back(modelJob);
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} else {
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@@ -344,11 +344,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
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glActiveTexture(GL_TEXTURE13);
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glActiveTexture(GL_TEXTURE30);
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if (m_ShadowPass->DepthMap() != NULL) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
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}
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else {
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} else {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
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}
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@@ -24,6 +24,13 @@ RenderBuffer::~RenderBuffer()
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}
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}
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Texture2DArray::~Texture2DArray()
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{
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if (m_ResourceHandle != 0) {
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glDeleteTextures(1, m_ResourceHandle);
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}
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}
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FrameBuffer::~FrameBuffer()
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{
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@@ -258,7 +258,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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m_World,
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fillColor,
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fillPercentage,
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isShielded
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isShielded,
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false
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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explosionEffectJob->CalculateHash();
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@@ -296,7 +297,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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m_World,
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fillColor,
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fillPercentage,
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isShielded
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isShielded,
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(bool)cModel["Shadow"]
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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modelJob->CalculateHash();
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@@ -131,7 +131,7 @@ void ShadowPass::InitializeFrameBuffers()
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits);
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -141,7 +141,7 @@ void ShadowPass::InitializeFrameBuffers()
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glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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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 Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.Generate();
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GLERROR("depthMap failed END");
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@@ -241,6 +241,10 @@ void ShadowPass::Draw(RenderScene & scene)
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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if (!modelJob->Shadow) {
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continue;
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
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@@ -257,6 +261,10 @@ void ShadowPass::Draw(RenderScene & scene)
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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if (!modelJob->Shadow) {
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continue;
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
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