Shadows stage 2 WIP
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@@ -1,9 +1,10 @@
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#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, ShadowPass* shadowPass)
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{
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m_Renderer = renderer;
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m_LightCullingPass = lightCullingPass;
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m_ShadowPass = shadowPass;
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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@@ -242,6 +243,16 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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//Shadow
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightSpaceMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightP()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightV()));
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//GLfloat m_NearFarPlane[2] = { -40.f, 30.f };
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//GLfloat m_LRBT[4] = { -40.f, 100.f, -50.f, 50.f };
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//glm::mat4 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::mat4 m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0));
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//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
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//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), 1, GL_FALSE, glm::value_ptr(m_LightView));
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GLERROR("END");
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}
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@@ -306,5 +317,12 @@ void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
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} else {
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}
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glActiveTexture(GL_TEXTURE4);
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if (m_ShadowPass->DepthMap() != NULL) {
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glBindTexture(GL_TEXTURE_2D, m_ShadowPass->DepthMap());
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} else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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}
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@@ -49,7 +49,6 @@ void FrameBuffer::Generate()
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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@@ -138,7 +138,6 @@ void Renderer::Draw(RenderFrame& frame)
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}
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_ShadowPass->DepthMap());
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// m_DrawScreenQuadPass->Draw();
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}
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m_ImGuiRenderPass->Draw();
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@@ -179,9 +178,9 @@ void Renderer::InitializeRenderPasses()
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{
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
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m_ShadowPass = new ShadowPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_ShadowPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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m_ShadowPass = new ShadowPass(this);
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}
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@@ -71,23 +71,20 @@ void ShadowPass::Draw(RenderScene & scene)
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//}
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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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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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glm::mat4 lightProjection = glm::ortho(m_LRBT[0], m_LRBT[1], m_LRBT[2], m_LRBT[3], m_NearPlane, m_FarPlane);
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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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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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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));
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//m_LightView = glm::lookAt(glm::vec3(-20.0f, 20.0f, -20.0f), glm::vec3(0.0f), glm::vec3(1.0));
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m_LightSpaceMatrix = m_LightProjection * m_LightView;
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// broken?
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glm::mat4 lightView = glm::lookAt(-glm::normalize(glm::vec3(directionalLightJob->Direction)) * (float)20.0 , glm::vec3(0,0,0), glm::vec3(0,1,0));
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//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));
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//glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(lightProjection));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(lightView));
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/* glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));*/
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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("ShadowLight ERROR");
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