WIP Shadow Mapping
This commit is contained in:
+194
-50
@@ -5,6 +5,10 @@ Renderer::Renderer()
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m_VSync = false;
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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_SunTarget = glm::vec3(0);
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m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
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}
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void Renderer::Initialize()
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@@ -55,49 +59,178 @@ void Renderer::Initialize()
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LoadContent();
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}
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void Renderer::LoadContent()
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{
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auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
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auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
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m_ShaderProgram.AddShader(standardVS);
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m_ShaderProgram.AddShader(standardFS);
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl")));
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m_ShaderProgramNormals.AddShader(standardVS);
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m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl")));
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m_ShaderProgramNormals.Compile();
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m_ShaderProgramNormals.Link();
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
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m_ShaderProgramShadows.Compile();
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m_ShaderProgramShadows.Link();
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m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/VisualizeDepth.vert.glsl")));
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m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/VisualizeDepth.frag.glsl")));
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m_ShaderProgramShadowsDrawDepth.Compile();
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m_ShaderProgramShadowsDrawDepth.Link();
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(2048*2);
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}
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void Renderer::CreateShadowMap(int resolution)
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{
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glGenFramebuffers(1, &m_ShadowFrameBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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// Depth texture
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glGenTextures(1, &m_ShadowDepthTexture);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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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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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_NONE );
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//glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
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glDrawBuffer(GL_NONE);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("Framebuffer incomplete!");
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return;
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}
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}
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void Renderer::Draw(double dt)
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{
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DrawShadowMap();
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DrawScene();
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DrawDebugShadowMap();
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ModelsToRender.clear();
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawScene()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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#ifdef DEBUG
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_BACK, GL_LINE);
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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 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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glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL);
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DrawModels();
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
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if (m_DrawWireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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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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#ifdef DEBUG
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// Debug draw normals
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// Debug draw model normals
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if (m_DrawNormals) {
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels();
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DrawModels(m_ShaderProgramNormals);
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}
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#endif
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ModelsToRender.clear();
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#ifdef DEBUG
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// Debug draw normals
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if (m_DrawNormals) {
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels();
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}
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#endif
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ModelsToRender.clear();
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawModels()
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void Renderer::DrawShadowMap()
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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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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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 depthCamera = m_SunProjection * depthViewMatrix;
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//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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m_ShaderProgramShadows.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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for (int i = 0; i < ModelsToRender.size(); i++)
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{
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ModelData* modelData = ModelsToRender.at(i);
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auto model = modelData->model;
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MVP = depthCamera * modelData->ModelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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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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}
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void Renderer::DrawDebugShadowMap()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, 200*(16.f/9.f), 200);
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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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m_ShaderProgramShadowsDrawDepth.Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void Renderer::DrawModels(ShaderProgram &shader)
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{
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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@@ -108,23 +241,14 @@ void Renderer::DrawModels()
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auto model = modelData->model;
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MVP = cameraMatrix * modelData->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(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shader.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) * abs(sin(glfwGetTime())));
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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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}
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@@ -173,23 +297,43 @@ void Renderer::AddPointLightToDraw(
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}
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void Renderer::LoadContent()
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GLuint Renderer::CreateQuad()
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{
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auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
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auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
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float quadVertices[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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auto normalsGS = std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl"));
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auto normalsFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl"));
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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float quadTexCoords[] = {
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0.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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m_ShaderProgram.AddShader(standardVS);
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m_ShaderProgram.AddShader(standardFS);
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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};
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GLuint vbo[2], vao;
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glGenBuffers(2, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(float), quadVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, 2 * 6 * sizeof(float), quadTexCoords, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(2);
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m_ShaderProgramNormals.AddShader(normalsGS);
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m_ShaderProgramNormals.AddShader(standardVS);
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m_ShaderProgramNormals.AddShader(normalsFS);
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m_ShaderProgramNormals.Compile();
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m_ShaderProgramNormals.Link();
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}
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vao;
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}
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