Shadow WIP stage 2
- Soft shadow
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@@ -25,7 +25,7 @@ void ShadowPass::InitializeFrameBuffers()
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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, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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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_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@@ -65,9 +65,9 @@ void ShadowPass::Draw(RenderScene & scene)
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GLuint shaderHandle = m_ShadowProgram->GetHandle();
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m_ShadowProgram->Bind();
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//if (scene.ClearDepth) {
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// glClear(GL_COLOR_BUFFER_BIT);
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//}
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glViewport(0, 0, resolutionSizeWidth, resolutionSizeHeigth);
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glCullFace(GL_FRONT);
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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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@@ -111,8 +111,9 @@ void ShadowPass::Draw(RenderScene & scene)
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//m_ShadowProgram->Unbind();
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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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