I Can't Believe It's Not Shadows!®
This commit is contained in:
@@ -17,7 +17,4 @@ Global
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(Performance) = preSolution
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HasPerformanceSessions = true
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EndGlobalSection
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EndGlobal
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@@ -54,7 +54,6 @@
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<OutDir>$(SolutionDir)bin\</OutDir>
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<IntDir>$(SolutionDir)obj\$(ProjectName)\</IntDir>
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<TargetName>$(ProjectName)-$(Configuration)</TargetName>
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<LinkIncremental>true</LinkIncremental>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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@@ -83,9 +82,10 @@
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>GLEW_STATIC;DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<DebugInformationFormat>None</DebugInformationFormat>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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<MinimalRebuild>true</MinimalRebuild>
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</ClCompile>
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<Link>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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@@ -86,7 +86,7 @@ void GameWorld::Initialize()
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m_Player = CreateEntity();
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, -5.f);
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transform->Position = glm::vec3(0.f, 2.f, -5.f);
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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@@ -102,10 +102,10 @@ void GameWorld::Initialize()
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collision->Phantom = false;
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collision->Interested = true;
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
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bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
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bounds->Origin = glm::vec3(0, 0, 2.f);
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bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
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ent = CreateEntity();
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/*ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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@@ -114,7 +114,7 @@ void GameWorld::Initialize()
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player2, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
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}
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void GameWorld::Update(double dt)
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@@ -6,9 +6,10 @@ Renderer::Renderer()
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m_DrawNormals = false;
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m_DrawWireframe = false;
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m_SunPosition = glm::vec3(0, 10, 10);
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m_ShadowMapRes = 2048*2;
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m_SunPosition = glm::vec3(0, 0.3f, 10);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
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m_SunProjection = glm::ortho<float>(-200, 200, -10, 100, -800, 400);
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Lights = 0;
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}
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@@ -93,7 +94,7 @@ void Renderer::LoadContent()
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m_DebugAABB = CreateAABB();
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(2048*2);
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CreateShadowMap(m_ShadowMapRes);
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}
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void Renderer::CreateShadowMap(int resolution)
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@@ -129,6 +130,7 @@ void Renderer::Draw(double dt)
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DrawScene();
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#ifdef DEBUG
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// Draw bounding boxes
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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m_ShaderProgramDebugAABB.Bind();
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@@ -148,10 +150,9 @@ void Renderer::Draw(double dt)
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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}
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#endif
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DrawDebugShadowMap();
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#endif
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ClearStuff();
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glfwSwapBuffers(m_Window);
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@@ -174,19 +175,16 @@ void Renderer::DrawScene()
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#endif
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// Draw models
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 depthMVP = depthCamera;
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
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m_ShaderProgram.Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
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glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
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@@ -200,8 +198,28 @@ void Renderer::DrawScene()
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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DrawModels(m_ShaderProgram);
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//DrawModels(m_ShaderProgram);
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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for (auto tuple : ModelsToRender)
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{
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Model* model;
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glm::mat4 modelMatrix;
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std::tie(model, modelMatrix) = tuple;
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MVP = cameraMatrix * modelMatrix;
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glm::mat4 depthMVP = biasMatrix * depthCamera * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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}
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#ifdef DEBUG
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// Debug draw model normals
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if (m_DrawNormals) {
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@@ -219,12 +237,13 @@ void Renderer::DrawShadowMap()
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glCullFace(GL_BACK);
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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glViewport(0, 0, 2048*2, 2048*2);
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glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
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// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
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@@ -78,6 +78,7 @@ private:
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bool m_DrawNormals;
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bool m_DrawWireframe;
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int m_ShadowMapRes;
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glm::vec3 m_SunPosition;
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glm::vec3 m_SunTarget;
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glm::mat4 m_SunProjection;
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@@ -23,7 +23,7 @@ in VertexData {
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vec3 ShadowCoord;
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} Input;
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vec3 scene_ambient = vec3(0.2);
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vec3 scene_ambient = vec3(0.3);
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out vec4 fragmentColor;
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@@ -49,18 +49,20 @@ void main() {
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//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
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//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
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//bias = clamp(bias, 0.0, 0.01);
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float bias = 0.003;
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float visibility = 1.0;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
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visibility = 0.5;
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if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
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float bias = 0.003;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
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visibility = 0.5;
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}
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}
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vec3 totalLighting = La * Ka * visibility;
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float attenuation;
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for(int i = 0; i < numberOfLights; i++)
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for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
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{
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// Light
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//vec3 lightPosition = vec3(0, 0, 2);
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@@ -12,7 +12,7 @@ out vec4 FragmentColor;
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float LinearizeDepth(float z)
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{
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float n = 0.1; // camera z near
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float f = 10.0; // camera z far
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float f = 800.0; // camera z far
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return (2.0 * n) / (f + n - z * (f - n));
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}
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@@ -19,7 +19,9 @@ public:
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virtual void UpdateEntity(double dt, EntityID entity, EntityID parent) { }
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// Called when a component is created
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virtual void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) { }
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virtual void OnComponentCreated(std::string type, std::shared_ptr<Component> component) { }
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// Called when a component is removed
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virtual void OnComponentRemoved(std::string type, Component* component) { }
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protected:
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World* m_World;
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@@ -3,7 +3,8 @@
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Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
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{
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speed = 20;
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m_PlayerSpeed = 20;
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m_PlayerOriginalBounds = glm::vec3(0);
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}
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void Systems::PlayerSystem::Update(double dt)
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@@ -21,10 +22,10 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Camera") {
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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float speed = m_PlayerSpeed;
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 4.0f;
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}
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@@ -64,12 +65,15 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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// DO STUFF
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}
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}
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name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "PlayerShip")
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{
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
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m_PlayerOriginalBounds = bounds->VolumeVector;
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}
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glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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@@ -77,7 +81,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * speed;
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transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
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if(Euler.z < 10.f)
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{
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@@ -93,7 +97,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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}
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}
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else if(input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Ship_Right * (float)dt * speed;
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transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
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if(Euler.z > -10.f)
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{
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@@ -117,6 +121,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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else if(Euler.z > 0.f)
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
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}
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// Update player bounds based on rotation
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if (bounds) {
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Euler = glm::eulerAngles(transform->Orientation);
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bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
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}
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}
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}
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@@ -7,6 +7,7 @@
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#include "Components/Transform.h"
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#include "Components/Input.h"
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#include "Components/Collision.h"
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#include "Components/Bounds.h"
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#include "logging.h"
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@@ -23,7 +24,8 @@ namespace Systems
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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private:
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float speed;
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float m_PlayerSpeed;
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glm::vec3 m_PlayerOriginalBounds;
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};
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}
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@@ -61,12 +61,19 @@ bool World::ValidEntity(EntityID entity)
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void World::RemoveEntity(EntityID entity)
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{
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m_EntityParents.erase(entity);
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m_EntityComponents.erase(entity);
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// Remove components
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for (auto pair : m_EntityComponents[entity]) {
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auto type = pair.first;
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auto component = pair.second;
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// Trigger events
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for (auto pair : m_Systems) {
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auto system = pair.second;
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system->OnComponentRemoved(type, component.get());
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}
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m_ComponentsOfType[type].remove(component);
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}
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m_EntityComponents.erase(entity);
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RecycleEntityID(entity);
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}
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Reference in New Issue
Block a user