WIP
I think this is now finding the different segments of the cascade
This commit is contained in:
@@ -11,7 +11,7 @@ ShadowPass::ShadowPass(IRenderer * renderer)
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ShadowPass::~ShadowPass()
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{
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// m_shadCams
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}
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// Compute the 8 corner points of the current view frustum
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@@ -25,28 +25,28 @@ std::array<glm::vec3, 8> ShadowPass::UpdateFrustumPoints(Camera* cam, glm::vec3
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up = glm::normalize(glm::cross(right, view_dir));
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float near_height = tan(cam->FOV() / 2.0f) * cam->NearClip();
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float near_height = tan(cam->FOV() / 2.f) * cam->NearClip();
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float near_width = near_height * cam->AspectRatio();
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float far_height = tan(cam->FOV() / 2.0f) * cam->FarClip();
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float far_height = tan(cam->FOV() / 2.f) * cam->FarClip();
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float far_width = far_height * cam->AspectRatio();
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std::array<glm::vec3, 8> frustumPoints;
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frustumPoints[0] = nearCenter - up*near_height - right*near_width;
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frustumPoints[1] = nearCenter + up*near_height - right*near_width;
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frustumPoints[2] = nearCenter + up*near_height + right*near_width;
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frustumPoints[3] = nearCenter - up*near_height + right*near_width;
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frustumPoints[4] = farCenter - up*far_height - right*far_width;
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frustumPoints[5] = farCenter + up*far_height - right*far_width;
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frustumPoints[6] = farCenter + up*far_height + right*far_width;
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frustumPoints[7] = farCenter - up*far_height + right*far_width;
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frustumPoints[0] = nearCenter - up * near_height - right * near_width;
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frustumPoints[1] = nearCenter + up * near_height - right * near_width;
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frustumPoints[2] = nearCenter + up * near_height + right * near_width;
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frustumPoints[3] = nearCenter - up * near_height + right * near_width;
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frustumPoints[4] = farCenter - up * far_height - right * far_width;
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frustumPoints[5] = farCenter + up * far_height - right * far_width;
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frustumPoints[6] = farCenter + up * far_height + right * far_width;
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frustumPoints[7] = farCenter - up * far_height + right * far_width;
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return frustumPoints;
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}
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// UpdateSplitDist computes the near and far distances for every frustum slice
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// in camera eye space - that is, at what distance does a slice start and end
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void ShadowPass::UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cams, float far_distance, float near_distance)
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void ShadowPass::UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cams, float near_distance, float far_distance)
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{
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float lambda = m_SplitWeight;
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float ratio = far_distance / near_distance;
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@@ -63,66 +63,165 @@ void ShadowPass::UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cam
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shadow_cams[m_CurrentNrOfSplits - 1].camera->SetFarClip(far_distance);
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}
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float applyCropMatrix()
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glm::mat4 ShadowPass::FindNewFrustum(ShadowCamera shadow_cam)
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{
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float maxX = -1000.0f;
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float maxY = -1000.0f;
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float maxZ;
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float minX = 1000.0f;
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float minY = 1000.0f;
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float minZ;
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glm::vec4 transf = glm::vec4(shadow_cam.frustumCorners[0], 1.f);
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//if (transf.x > maxX) maxX = transf.x;
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//if (transf.x < minX) minX = transf.x;
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//if (transf.y > maxY) maxY = transf.y;
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//if (transf.y < minY) minY = transf.y;
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for (int i = 0; i < 8; i++)
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{
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transf = glm::vec4(shadow_cam.frustumCorners[i], 1.f);
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transf.x /= transf.w;
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transf.y /= transf.w;
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if (transf.x > maxX) maxX = transf.x;
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if (transf.x < minX) minX = transf.x;
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if (transf.y > maxY) maxY = transf.y;
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if (transf.y < minY) minY = transf.y;
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}
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glm::mat4 p = glm::ortho(minX, maxX, minY, maxY, m_NearFarPlane[Near], m_NearFarPlane[Far]);
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return p;
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}
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// GLM wants a point for glm::lookAt, brute out a point that is on the light direction's tangent.
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glm::vec3 ShadowPass::LightDirectionToPoint(glm::vec4 direction)
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glm::mat4 ShadowPass::ApplyCropMatrix(ShadowCamera& shadow_cam, glm::mat4 m, glm::mat4 v)
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{
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return -glm::normalize(glm::vec3(direction));
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glm::mat4 shad_modelview;
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glm::mat4 shad_proj;
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glm::mat4 shad_crop;
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glm::mat4 shad_mvp;
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float maxX = -1000.0f;
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float maxY = -1000.0f;
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float maxZ;
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float minX = 1000.0f;
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float minY = 1000.0f;
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float minZ;
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glm::mat4 nv_mvp;
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glm::vec4 transf;
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shad_modelview = m * v;
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nv_mvp = shad_modelview;
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transf = nv_mvp * glm::vec4(shadow_cam.frustumCorners[0], 1.f);
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minZ = transf.z;
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maxZ = transf.z;
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for (int i = 1; i < 8; i++) {
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transf = nv_mvp * glm::vec4(shadow_cam.frustumCorners[i], 1.f);
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if (transf.z > maxZ) {
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maxZ = transf.z;
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}
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if (transf.z < minZ) {
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minZ = transf.z;
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}
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}
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// make sure all relevant shadow casters are included here
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shad_proj = glm::ortho(-1.f, 1.f, -1.f, 1.f, m_NearFarPlane[0], m_NearFarPlane[1]);
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//return shad_proj;
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shad_mvp = shad_proj * shad_modelview;
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nv_mvp = shad_mvp;
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for (int i = 0; i < 8; i++)
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{
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transf = nv_mvp * glm::vec4(shadow_cam.frustumCorners[i], 1.0f);
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transf.x /= transf.w;
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transf.y /= transf.w;
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if (transf.x > maxX) maxX = transf.x;
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if (transf.x < minX) minX = transf.x;
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if (transf.y > maxY) maxY = transf.y;
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if (transf.y < minY) minY = transf.y;
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}
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float scaleX = 2.0f / (maxX - minX);
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float scaleY = 2.0f / (maxY - minY);
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float offsetX = -0.5f*(maxX + minX)*scaleX;
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float offsetY = -0.5f*(maxY + minY)*scaleY;
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nv_mvp = glm::mat4();
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nv_mvp[0][0] = scaleX;
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nv_mvp[1][1] = scaleY;
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nv_mvp[0][3] = offsetX;
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nv_mvp[1][3] = offsetY;
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glm::transpose(nv_mvp);
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shad_crop = nv_mvp;
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shad_crop *= shad_proj;
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//return nv_mvp;
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//return shad_crop;
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return glm::mat4();
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}
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void ShadowPass::CalculateFrustum(RenderScene & scene, std::shared_ptr<DirectionalLightJob> directionalLightJob)
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void MakeShadowMap(glm::mat4 m, glm::mat4 v, glm::mat4 p, glm::vec3 light_dir)
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{
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//m_LightView = glm::lookAt(LightDirectionToPoint(directionalLightJob->Direction), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
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//float shad_modelview[16];
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m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
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glm::vec3 LightPoint = LightDirectionToPoint(directionalLightJob->Direction);
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glDisable(GL_TEXTURE_2D);
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float CameraDistance = scene.Camera->FarClip() - scene.Camera->NearClip();
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float CameraPercentiles[3] = { 0.f, CameraDistance * 0.2f, CameraDistance * 0.65f };
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glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.f), light_dir, glm::vec3(-1.f, 0.f, 0.f));
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glm::vec3 point = scene.Camera->Position() + (scene.Camera->Forward() * 30.f);
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m_LightView = glm::lookAt(LightPoint + point, point, glm::vec3(0.f, 1.f, 0.f));
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m_LightSpaceMatrix = m_LightProjection * m_LightView;
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//scene.Camera->
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glEnable(GL_TEXTURE_2D);
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}
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glm::mat4 ShadowPass::CalculateFrustum(RenderScene & scene, std::shared_ptr<DirectionalLightJob> directionalLightJob, glm::mat4& p, glm::mat4& v, ShadowCamera shad_cam)
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{
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p = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
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v = glm::lookAt(glm::vec3(0.f) + shad_cam.camera->Position(), glm::vec3(directionalLightJob->Direction) + shad_cam.camera->Position(), glm::vec3(-1.f, 0.f, 0.f));
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return p * v;
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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, resolutionSizeWidth, resolutionSizeHeigth, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RGB, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
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glGenTextures(m_CurrentNrOfSplits, m_DepthMap.data());
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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glBindTexture(GL_TEXTURE_2D, m_DepthMap[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolutionSizeWidth / (1 + i), resolutionSizeHeigth + (1 + i), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
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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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m_DepthBuffer[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap[i], GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer[i].Generate();
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}
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GLERROR("depthMap failed");
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}
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void ShadowPass::InitializeShaderPrograms()
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@@ -135,74 +234,92 @@ void ShadowPass::InitializeShaderPrograms()
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m_ShadowProgram->Link();
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}
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void ShadowPass::InitializeLightCameras()
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{
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//for (int i = 0; i < MAX_SPLITS; i++) {
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// m_shadCams[i].camera = new Camera(1.f, );
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// Camera.
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//}
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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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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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m_DepthBuffer[i].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[i].Unbind();
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}
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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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ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::Checkbox("EnableShadow", &m_ShadowOn);
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ImGui::DragInt("ShadowLevel", &m_ShadowLevel, 0.05f, 0, m_CurrentNrOfSplits - 1);
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GLuint shaderHandle = m_ShadowProgram->GetHandle();
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m_ShadowProgram->Bind();
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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m_shadCams[i].camera = new Camera(*scene.Camera);
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//m_shadCams[i].frustumCorners = tempPoints;
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}
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glViewport(0, 0, resolutionSizeWidth, resolutionSizeHeigth);
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UpdateSplitDist(m_shadCams, scene.Camera->NearClip(), scene.Camera->FarClip());
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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m_shadCams[i].frustumCorners = UpdateFrustumPoints(m_shadCams[i].camera, m_shadCams[i].camera->Position(), m_shadCams[i].camera->Forward());
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glCullFace(GL_FRONT);
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//state->Disable(GL_CULL_FACE);
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ShadowPassState* state = new ShadowPassState(m_DepthBuffer[i].GetHandle());
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ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::Checkbox("EnableShadow", &m_ShadowOn);
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GLuint shaderHandle = m_ShadowProgram->GetHandle();
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m_ShadowProgram->Bind();
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if (m_ShadowOn == true)
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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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CalculateFrustum(scene, directionalLightJob);
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glViewport(0, 0, resolutionSizeWidth / (1 + i), resolutionSizeHeigth);
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glDisable(GL_TEXTURE_2D);
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glCullFace(GL_FRONT);
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//state->Disable(GL_CULL_FACE);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView));
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//m_LightProjection = FindNewFrustum(m_shadCams[0], m_LightProjection, m_LightProjection);
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GLERROR("ShadowLight ERROR");
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if (m_ShadowOn == true)
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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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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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if (directionalLightJob) {
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m_LightSpaceMatrix = CalculateFrustum(scene, directionalLightJob, m_LightProjection, m_LightView, m_shadCams[i]);
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m_LightProjection = FindNewFrustum(m_shadCams[i]);
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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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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView));
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GLERROR("Shadow Draw ERROR");
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GLERROR("ShadowLight ERROR");
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}
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}
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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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m_DepthBuffer.Unbind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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delete state;
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}
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}
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glCullFace(GL_BACK);
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m_ShadowProgram->Unbind();
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//glm::mat4 proj_mat = ApplyCropMatrix(m_shadCams[0], modelJob->Matrix, m_LightView);
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//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(proj_mat));
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||||
|
||||
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");
|
||||
}
|
||||
}
|
||||
m_DepthBuffer[i].Unbind();
|
||||
|
||||
delete state;
|
||||
}
|
||||
}
|
||||
|
||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
m_ShadowProgram->Unbind();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user