Shadows stage 2 WIP

This commit is contained in:
Ayumiwii
2016-02-09 14:08:57 +01:00
parent 6542d1b444
commit cb7f06573f
9 changed files with 128 additions and 29 deletions
+19 -1
View File
@@ -1,9 +1,10 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, ShadowPass* shadowPass)
{
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
m_ShadowPass = shadowPass;
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
@@ -242,6 +243,16 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
//Shadow
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightSpaceMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightP()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightV()));
//GLfloat m_NearFarPlane[2] = { -40.f, 30.f };
//GLfloat m_LRBT[4] = { -40.f, 100.f, -50.f, 50.f };
//glm::mat4 m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
//glm::mat4 m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0));
//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), 1, GL_FALSE, glm::value_ptr(m_LightView));
GLERROR("END");
}
@@ -306,5 +317,12 @@ void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE4);
if (m_ShadowPass->DepthMap() != NULL) {
glBindTexture(GL_TEXTURE_2D, m_ShadowPass->DepthMap());
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
}
-1
View File
@@ -49,7 +49,6 @@ void FrameBuffer::Generate()
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
+2 -3
View File
@@ -138,7 +138,6 @@ void Renderer::Draw(RenderFrame& frame)
}
if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_ShadowPass->DepthMap());
// m_DrawScreenQuadPass->Draw();
}
m_ImGuiRenderPass->Draw();
@@ -179,9 +178,9 @@ void Renderer::InitializeRenderPasses()
{
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
m_ShadowPass = new ShadowPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_ShadowPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
m_ShadowPass = new ShadowPass(this);
}
+8 -11
View File
@@ -71,23 +71,20 @@ void ShadowPass::Draw(RenderScene & scene)
//}
ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
for (auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if(directionalLightJob) {
glm::mat4 lightProjection = glm::ortho(m_LRBT[0], m_LRBT[1], m_LRBT[2], m_LRBT[3], m_NearPlane, m_FarPlane);
//m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
m_LightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)), glm::vec3(0.f,0.f,0.f), glm::vec3(0.f,1.f,0.f));
//m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0));
m_LightSpaceMatrix = m_LightProjection * m_LightView;
// broken?
glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)) * (float)20.0 , glm::vec3(0,0,0), glm::vec3(0,1,0));
//glm::mat4 lightView = glm::lookAt(glm::vec3(10.f, 10.f, 50.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
//glm::mat4 lightSpaceMatrix = lightProjection * lightView;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(lightProjection));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(lightView));
/* glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));*/
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView));
GLERROR("ShadowLight ERROR");