No shadows and no skybox.
This commit is contained in:
+18
-33
@@ -23,7 +23,7 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection_height = glm::vec2(-40.f, 40.f);
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m_SunProjection_width = glm::vec2(-40.f, 40.f);
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m_SunProjection_length = glm::vec2(500.f, -500.f);
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m_SunProjection_length = glm::vec2(-500.f, 500.f);
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m_SunProjection = glm::ortho<float>(m_SunProjection_width.x, m_SunProjection_width.y, m_SunProjection_height.x, m_SunProjection_height.y, m_SunProjection_length.x, m_SunProjection_length.y);
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/* Lights = 0;*/
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}
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@@ -106,12 +106,12 @@ void Renderer::LoadContent()
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m_ShaderProgramDebugAABB.AddShader(standardVS);
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m_ShaderProgramDebugAABB.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/AABB.frag.glsl")));
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m_ShaderProgramDebugAABB.Compile();
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m_ShaderProgramDebugAABB.Link();
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m_ShaderProgramDebugAABB.Link();*/
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m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
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m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
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m_ShaderProgramSkybox.Compile();
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m_ShaderProgramSkybox.Link();*/
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m_ShaderProgramSkybox.Link();
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m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
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m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
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@@ -156,6 +156,7 @@ void Renderer::LoadContent()
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FrameBufferTextures();
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m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
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m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
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}
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void Renderer::Draw(double dt)
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@@ -368,7 +369,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
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// Clear G-buffer
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GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, windowBuffClear);
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glClearColor(0.0f, 0.7f, 0.3f, 0.f);
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glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Execute the first render stage which will fill out the internal buffers with data(??)
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@@ -400,6 +401,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
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glCullFace(GL_FRONT);
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DrawLightScene(rq);
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DrawSunLightScene();
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/*
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Final pass
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@@ -436,8 +438,9 @@ void Renderer::Swap()
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void Renderer::DrawSkybox()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, m_Width, m_Height);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glViewport(0, 0, m_Width, m_Height);
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//glScissor(0, 0, m_Width, m_Height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ShaderProgramSkybox.Bind();
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@@ -483,12 +486,13 @@ void Renderer::DrawShadowMap(RenderQueue &rq)
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//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
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glScissor(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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//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, 1, 1));
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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, 1, 1));
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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(40.0) * -m_Camera->Forward())) * glm::vec3(1, 1, 1));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 MVP;
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@@ -505,7 +509,7 @@ void Renderer::DrawShadowMap(RenderQueue &rq)
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glm::mat4 modelMatrix = modelJob->ModelMatrix;
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MVP = depthCamera * 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_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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//glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
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glBindVertexArray(modelJob->VAO);
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@@ -514,25 +518,6 @@ void Renderer::DrawShadowMap(RenderQueue &rq)
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continue;
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}
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}
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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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bool shadow;
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std::tie(model, modelMatrix, std::ignore, shadow) = tuple;
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if (!shadow)
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continue;
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MVP = depthCamera * 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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{
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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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@@ -1001,12 +986,12 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
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glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
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glBindVertexArray(modelJob->VAO);
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glActiveTexture(GL_TEXTURE0);
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