Working shadows, however ugly they are.
This commit is contained in:
+92
-36
@@ -13,7 +13,10 @@ Renderer::Renderer()
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m_DrawWireframe = false;
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m_DrawBounds = false;
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#endif
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Gamma = 2.2f;
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CAtt = 1.0f;
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LAtt = 0.0f;
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QAtt = 3.0f;
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m_ShadowMapRes = 2048;
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m_SunPosition = glm::vec3(0, 3.5f, 10);
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m_SunTarget = glm::vec3(0, 0, 0);
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@@ -89,12 +92,7 @@ void Renderer::LoadContent()
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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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@@ -110,9 +108,15 @@ void Renderer::LoadContent()
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m_ShaderProgramSkybox.Compile();
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m_ShaderProgramSkybox.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_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
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m_FirstPassProgram.Compile();
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
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@@ -132,12 +136,8 @@ void Renderer::LoadContent()
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m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
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m_FinalPassProgram.Compile();
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m_FinalPassProgram.Link();
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Gamma = 2.2f;
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CAtt = 1.0f;
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LAtt = 0.0f;
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QAtt = 3.0f;
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m_ScreenQuad = CreateQuad();
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CreateShadowMap(m_ShadowMapRes);
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FrameBufferTextures();
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}
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@@ -226,6 +226,32 @@ void Renderer::DrawSkybox()
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m_Skybox->Draw();
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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::DrawShadowMap()
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{
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glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
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@@ -239,14 +265,9 @@ void Renderer::DrawShadowMap()
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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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//Creates the "camera" for the shadowmap from the direction of the sun.
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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 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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@@ -271,6 +292,7 @@ void Renderer::DrawShadowMap()
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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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@@ -529,6 +551,14 @@ void Renderer::FrameBufferTextures()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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/*glGenTextures(1, &m_fShadowTexture);
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glBindTexture(GL_TEXTURE_2D, m_fShadowTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
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//Bind fb
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
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@@ -537,11 +567,12 @@ void Renderer::FrameBufferTextures()
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0);
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GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
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{
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LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("DeferredLighting:Init: m_fbBasePass incomplete: 0x%x\n", fbStatus);
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//exit(1);
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}
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@@ -562,15 +593,18 @@ void Renderer::FrameBufferTextures()
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fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
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{
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LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
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//exit(1);
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}
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}
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void Renderer::DrawFBO()
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{
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DrawShadowMap();
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/*
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Base pass
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*/
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@@ -586,8 +620,10 @@ void Renderer::DrawFBO()
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m_FirstPassProgram.Bind();
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GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, windowBuffOpaque);
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glCullFace(GL_BACK);
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glViewport(0, 0, WIDTH, HEIGHT);
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DrawFBOScene();
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/*
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@@ -617,7 +653,7 @@ void Renderer::DrawFBO()
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m_FinalPassProgram.Bind();
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// Ambient light
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// Ambient light & Shadow Matrix
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
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glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
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@@ -634,8 +670,27 @@ void Renderer::DrawFBO()
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void Renderer::DrawFBOScene()
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{
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glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
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glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
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glCullFace(GL_BACK); //Make it so that only the back faces are rendered
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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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 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 depthCameraMatrix = biasMatrix * depthCamera;
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glm::mat4 depthMVP;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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for (auto tuple : ModelsToRender)
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{
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@@ -645,9 +700,11 @@ void Renderer::DrawFBOScene()
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std::tie(model, modelMatrix, visible, std::ignore) = tuple;
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if (!visible)
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continue;
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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@@ -690,13 +747,12 @@ void Renderer::DrawLightScene()
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glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
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glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
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glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
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};
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@@ -712,12 +768,12 @@ void Renderer::SetSphereModel( Model* _model )
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glm::mat4 Renderer::CreateLightMatrix(Light &_light)
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{
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float c = _light.ConstantAttenuation;
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float l = _light.LinearAttenuation;
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float q = _light.QuadraticAttenuation;
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// float c = CAtt;
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// float l = LAtt;
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// float q = QAtt;
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// float c = _light.ConstantAttenuation;
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// float l = _light.LinearAttenuation;
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// float q = _light.QuadraticAttenuation;
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float c = CAtt;
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float l = LAtt;
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float q = QAtt;
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float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q));
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glm::mat4 model;
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