Working on shadows
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Submodule assets updated: 672e8a2b11...cdee701579
+3
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@@ -17,14 +17,14 @@ void GameWorld::Initialize()
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auto ground = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ground, "Transform");
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transform->Position = glm::vec3(0, -5, 0);
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transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
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transform->Scale = glm::vec3(800.0f, 10.0f, 800.0f);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(ground, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
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auto box = AddComponent<Components::Box>(ground, "Box");
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box->Width = 200;
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box->Width = 400;
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box->Height = 5;
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box->Depth = 200;
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box->Depth = 400;
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auto physics = AddComponent<Components::Physics>(ground, "Physics");
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physics->Mass = 10;
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+31
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@@ -17,10 +17,10 @@ Renderer::Renderer()
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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*8;
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m_ShadowMapRes = 2048*16;
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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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m_SunProjection = glm::ortho<float>(-200.f, 200.f, -200.f, 200.f, -100, 200);
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m_SunProjection = glm::ortho<float>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
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/* Lights = 0;*/
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}
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@@ -782,3 +782,32 @@ glm::mat4 Renderer::CreateLightMatrix(Light &_light)
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return model;
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}
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void Renderer::UpdateSunProjection()
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{
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glm::vec3 NDCCube[] =
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{
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glm::vec3(-1.f, -1.f, -1.f),
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glm::vec3(1.f, -1.f, -1.f),
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glm::vec3(-1.f, 1.f, -1.f),
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glm::vec3(1.f, 1.f, -1.f),
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glm::vec3(-1.f, -1.f, 1.f),
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glm::vec3(1.f, -1.f, 1.f),
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glm::vec3(-1.f, 1.f, 1.f),
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glm::vec3(1.f, 1.f, 1.f)
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};
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glm::mat4 inverseProjectionViewMatrix = glm::inverse(m_Camera->ViewMatrix()) * glm::inverse(m_Camera->ProjectionMatrix());
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//Also * with world matrix for light
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for(auto corner : NDCCube)
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{
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//corner *= inverseProjectionViewMatrix;
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}
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//Calculate the bounding box of the transformed frustum corners. This will be the view frustum for the shadow map.
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//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
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}
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@@ -141,6 +141,8 @@ private:
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void DrawLightScene();
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void BindFragDataLocation();
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glm::mat4 CreateLightMatrix(Light &_light);
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void UpdateSunProjection();
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GLuint CreateQuad();
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void DrawDebugShadowMap();
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