Merge remote-tracking branch 'origin/deffered_rendering'
Conflicts: assets src/Components/PointLight.h src/GameWorld.cpp src/Renderer.cpp src/Renderer.h vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
@@ -9,13 +9,22 @@ namespace Components
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struct PointLight : Component
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{
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float Intensity;
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float MaxRange;
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PointLight()
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: Specular(1.0f, 1.0f, 1.0f)
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, Diffuse(1.0f, 1.0f, 1.0f)
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, specularExponent(50.0f)
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, ConstantAttenuation(1.0f)
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, LinearAttenuation(0.f)
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, QuadraticAttenuation(3.f)
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{ }
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float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
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Color color;
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glm::vec3 Specular;
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glm::vec3 Diffuse;
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float constantAttenuation, linearAttenuation, quadraticAttenuation;
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float spotExponent;
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Color color;
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float specularExponent;
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float Scale;
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virtual PointLight* Clone() const override { return new PointLight(*this); }
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};
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+31
-31
@@ -324,13 +324,13 @@ void GameWorld::Initialize()
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{
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auto lightentity = CreateEntity(tank);
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auto transform = AddComponent<Components::Transform>(lightentity, "Transform");
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transform->Position = glm::vec3(0, 15, 0);
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transform->Position = glm::vec3(0, 0, 0);
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auto light = AddComponent<Components::PointLight>(lightentity, "PointLight");
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light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
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light->Specular = glm::vec3(1.f);
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light->constantAttenuation = 0.3f;
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light->linearAttenuation = 0.003f;
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light->quadraticAttenuation = 0.002f;
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//light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
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//light->Specular = glm::vec3(1.f);
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/*light->ConstantAttenuation = 0.3f;
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light->LinearAttenuation = 0.003f;
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light->QuadraticAttenuation = 0.002f;*/
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}
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// auto wheelpair = CreateEntity(tank);
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@@ -524,7 +524,7 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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/*auto entity = CreateEntity(tank);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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@@ -546,7 +546,7 @@ void GameWorld::Initialize()
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);*/
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CommitEntity(particleEntity);
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}
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{
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@@ -608,37 +608,37 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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//auto entity = CreateEntity(tank);
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//auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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//transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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//transformComponent->Scale = glm::vec3(3,3,3);
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//transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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//auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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//emitterComponent->SpawnCount = 2;
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//emitterComponent->SpawnFrequency = 0.005;
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//emitterComponent->SpreadAngle = glm::pi<float>();
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//emitterComponent->UseGoalVelocity = false;
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//emitterComponent->LifeTime = 0.5;
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////emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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//emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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//CommitEntity(entity);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.005;
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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//auto particleEntity = CreateEntity(entity);
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//auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
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//TEMP->Scale = glm::vec3(0);
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//auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
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//spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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//emitterComponent->ParticleTemplate = particleEntity;
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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//CommitEntity(particleEntity);
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CommitEntity(particleEntity);
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}
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CommitEntity(tank);
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{
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auto camera = CreateEntity(tank);
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auto transform = AddComponent<Components::Transform>(camera, "Transform");
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transform->Position.z = 20.f;
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transform->Position.y = 7.f;
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transform->Position.z = 30.f;
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transform->Position.y = 5.f;
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//transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
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transform->Orientation = glm::angleAxis(glm::pi<float>() / 100, glm::vec3(1,0,0));
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auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
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+446
-211
@@ -13,12 +13,15 @@ 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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m_ShadowMapRes = 2048;
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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*8;
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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>(-100, 100, -100, 100, -100, 100);
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Lights = 0;
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m_SunProjection = glm::ortho<float>(-200.f, 200.f, -200.f, 200.f, -100, 200);
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/* Lights = 0;*/
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}
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void Renderer::Initialize()
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@@ -76,7 +79,7 @@ void Renderer::Initialize()
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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 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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@@ -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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@@ -108,13 +106,124 @@ void Renderer::LoadContent()
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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_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
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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_DebugAABB = CreateAABB();
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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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m_FirstPassProgram.Link();
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
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m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
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m_SecondPassProgram.Compile();
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m_SecondPassProgram.Link();
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m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
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m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2-Debug.glsl")));
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m_SecondPassProgram_Debug.Compile();
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m_SecondPassProgram_Debug.Link();
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m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
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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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m_ScreenQuad = CreateQuad();
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CreateShadowMap(m_ShadowMapRes);
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FrameBufferTextures();
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}
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void Renderer::Draw(double dt)
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{
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if(glfwGetKey(m_Window, GLFW_KEY_F1))
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{
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m_QuadView = false;
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}
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if(glfwGetKey(m_Window, GLFW_KEY_F2))
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{
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m_QuadView = true;
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}
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if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
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{
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Gamma -= 0.3f * dt;
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LOG_INFO("Gamma_UP: %f", Gamma);
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}
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if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
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{
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Gamma += 0.3f * dt;
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LOG_INFO("Gamma_DOWN: %f", Gamma);
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}
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if(glfwGetKey(m_Window, GLFW_KEY_1))
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{
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if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
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{
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CAtt += 0.5f * dt;
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LOG_INFO("Const: %f", CAtt);
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}
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if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
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{
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CAtt -= 0.5f * dt;
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LOG_INFO("Const: %f", CAtt);
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}
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}
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if(glfwGetKey(m_Window, GLFW_KEY_2))
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{
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if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
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{
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LAtt += 0.5f * dt;
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LOG_INFO("Linear: %f", LAtt);
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}
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if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
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{
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LAtt -= 0.5f * dt;
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LOG_INFO("Linear: %f", LAtt);
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}
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}
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if(glfwGetKey(m_Window, GLFW_KEY_3))
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{
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if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
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{
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QAtt += 0.5f * dt;
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LOG_INFO("Quadratic: %f", QAtt);
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}
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if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
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{
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QAtt -= 0.5f * dt;
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LOG_INFO("Quadratic: %f", QAtt);
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}
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}
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glDisable(GL_BLEND);
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DrawFBO();
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ClearStuff();
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glfwSwapBuffers(m_Window);
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}
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#pragma region TempRegion
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ShaderProgramSkybox.Bind();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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m_Skybox->Draw();
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}
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void Renderer::CreateShadowMap(int resolution)
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@@ -137,194 +246,35 @@ void Renderer::CreateShadowMap(int resolution)
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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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{
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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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glDisable(GL_BLEND);
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DrawSkybox();
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DrawShadowMap();
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DrawScene();
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#ifdef DEBUG
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// Draw bounding boxes
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if (m_DrawBounds)
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{
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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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for (auto tuple : AABBsToRender)
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{
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glm::mat4 modelMatrix;
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bool colliding;
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std::tie(modelMatrix, colliding) = tuple;
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// Model matrix
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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// Color
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glm::vec4 color(1.f, 1.f, 1.f, 0.f);
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if (colliding)
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color = glm::vec4(1.f, 0.f, 0.f, 0.f);
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glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
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glBindVertexArray(m_DebugAABB);
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glDrawArrays(GL_LINES, 0, 24);
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}
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}
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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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}
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ShaderProgramSkybox.Bind();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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m_Skybox->Draw();
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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, m_Width, m_Height);
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glClear(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)) * 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 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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m_ShaderProgram.Bind();
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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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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
|
||||
if (m_DrawWireframe)
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
|
||||
//DrawModels(m_ShaderProgram);
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
|
||||
glm::mat4 MVP;
|
||||
glm::mat4 depthMVP;
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
bool visible;
|
||||
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto tuple : TexturesToRender)
|
||||
{
|
||||
Texture* texture;
|
||||
glm::mat4 modelMatrix;
|
||||
glm::mat4 billboardMatrix;
|
||||
std::tie(texture, modelMatrix, billboardMatrix) = tuple;
|
||||
|
||||
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef DEBUG
|
||||
// Debug draw model normals
|
||||
if (m_DrawNormals)
|
||||
{
|
||||
m_ShaderProgramNormals.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
DrawModels(m_ShaderProgramNormals);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Renderer::DrawShadowMap()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_FRONT);
|
||||
glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
|
||||
//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
|
||||
glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
|
||||
// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
//Creates the "camera" for the shadowmap from the direction of the sun.
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
|
||||
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
m_ShaderProgramShadows.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
//For each model, render them to the shadowmap
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
@@ -425,26 +375,22 @@ void Renderer::AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _constantAttenuation,
|
||||
float _linearAttenuation,
|
||||
float _quadraticAttenuation,
|
||||
float _spotExponent
|
||||
float _specularExponent,
|
||||
float _ConstantAttenuation,
|
||||
float _LinearAttenuation,
|
||||
float _QuadraticAttenuation
|
||||
)
|
||||
{
|
||||
Light_position.push_back(_position.x);
|
||||
Light_position.push_back(_position.y);
|
||||
Light_position.push_back(_position.z);
|
||||
Light_specular.push_back(_specular.x);
|
||||
Light_specular.push_back(_specular.y);
|
||||
Light_specular.push_back(_specular.z);
|
||||
Light_diffuse.push_back(_diffuse.x);
|
||||
Light_diffuse.push_back(_diffuse.y);
|
||||
Light_diffuse.push_back(_diffuse.z);
|
||||
Light_constantAttenuation.push_back(_constantAttenuation);
|
||||
Light_linearAttenuation.push_back(_linearAttenuation);
|
||||
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
|
||||
Light_spotExponent.push_back(_spotExponent);
|
||||
Lights = Light_constantAttenuation.size();
|
||||
Light light;
|
||||
light.Position = _position;
|
||||
light.Diffuse = _diffuse;
|
||||
light.Specular = _specular;
|
||||
light.SpecularExponent = _specularExponent;
|
||||
light.ConstantAttenuation = _ConstantAttenuation;
|
||||
light.LinearAttenuation = _LinearAttenuation;
|
||||
light.QuadraticAttenuation = _QuadraticAttenuation;
|
||||
light.SphereModelMatrix = CreateLightMatrix(light);
|
||||
Lights.push_back(light);
|
||||
}
|
||||
|
||||
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
|
||||
@@ -577,17 +523,306 @@ GLuint Renderer::CreateSkybox()
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
void Renderer::ClearStuff()
|
||||
{
|
||||
AABBsToRender.clear();
|
||||
ModelsToRender.clear();
|
||||
TexturesToRender.clear();
|
||||
Light_position.clear();
|
||||
Light_specular.clear();
|
||||
Light_diffuse.clear();
|
||||
Light_constantAttenuation.clear();
|
||||
Light_linearAttenuation.clear();
|
||||
Light_quadraticAttenuation.clear();
|
||||
Light_spotExponent.clear();
|
||||
Lights = 0;
|
||||
}
|
||||
Lights.clear();
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
|
||||
void Renderer::FrameBufferTextures()
|
||||
{
|
||||
m_fbBasePass = 0;
|
||||
m_fDepthBuffer = 0;
|
||||
|
||||
glGenFramebuffers(1, &m_fbBasePass);
|
||||
glGenRenderbuffers(1, &m_fDepthBuffer);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Width, m_Height);
|
||||
|
||||
//Generate and bind diffuse texture
|
||||
glGenTextures(1, &m_fDiffuseTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Generate and bind position texture
|
||||
glGenTextures(1, &m_fPositionTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Generate and bind normal texture
|
||||
glGenTextures(1, &m_fNormalsTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
/*glGenTextures(1, &m_fShadowTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fShadowTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
|
||||
|
||||
//Bind fb
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
|
||||
//Attach textures to the FB
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0);
|
||||
|
||||
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
LOG_ERROR("DeferredLighting:Init: m_fbBasePass incomplete: 0x%x\n", fbStatus);
|
||||
//exit(1);
|
||||
}
|
||||
|
||||
m_fbLightingPass = 0;
|
||||
glGenFramebuffers(1, &m_fbLightingPass);
|
||||
|
||||
glGenTextures(1, &m_fLightingTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbLightingPass);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fLightingTexture, 0);
|
||||
|
||||
fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
|
||||
//exit(1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::DrawFBO()
|
||||
{
|
||||
DrawShadowMap();
|
||||
|
||||
/*
|
||||
Base pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
|
||||
|
||||
// Clear G-buffer
|
||||
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffClear);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Execute the first render stage which will fill out the internal buffers with data(??)
|
||||
m_FirstPassProgram.Bind();
|
||||
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffOpaque);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
DrawFBOScene();
|
||||
|
||||
/*
|
||||
Lighting pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
||||
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, lightingPassAttachments);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
m_SecondPassProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
|
||||
glCullFace(GL_FRONT);
|
||||
DrawLightScene();
|
||||
|
||||
/*
|
||||
Final pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_FinalPassProgram.Bind();
|
||||
|
||||
// Ambient light
|
||||
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
|
||||
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glEnableVertexAttribArray(0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
void Renderer::DrawFBOScene()
|
||||
{
|
||||
// glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
// glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
// glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
glm::mat4 biasMatrix(
|
||||
0.5, 0.0, 0.0, 0.0,
|
||||
0.0, 0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0
|
||||
);
|
||||
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
|
||||
glm::mat4 depthMVP;
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
|
||||
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
bool visible;
|
||||
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto tuple : TexturesToRender)
|
||||
{
|
||||
Texture* texture;
|
||||
glm::mat4 modelMatrix;
|
||||
glm::mat4 billboardMatrix;
|
||||
std::tie(texture, modelMatrix, billboardMatrix) = tuple;
|
||||
|
||||
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::DrawLightScene()
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation (GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE,GL_ONE);
|
||||
|
||||
glDisable (GL_DEPTH_TEST);
|
||||
glDepthMask (GL_FALSE);
|
||||
glBindVertexArray(m_sphereModel->VAO);
|
||||
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
|
||||
for (auto &light : Lights)
|
||||
{
|
||||
MVP = cameraMatrix * light.SphereModelMatrix;
|
||||
|
||||
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
|
||||
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
|
||||
};
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
glDepthMask (GL_TRUE);
|
||||
glDisable (GL_BLEND);
|
||||
}
|
||||
|
||||
void Renderer::SetSphereModel( Model* _model )
|
||||
{
|
||||
m_sphereModel = _model;
|
||||
}
|
||||
|
||||
glm::mat4 Renderer::CreateLightMatrix(Light &_light)
|
||||
{
|
||||
// float c = _light.ConstantAttenuation;
|
||||
// float l = _light.LinearAttenuation;
|
||||
// float q = _light.QuadraticAttenuation;
|
||||
float c = CAtt;
|
||||
float l = LAtt;
|
||||
float q = QAtt;
|
||||
float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q));
|
||||
|
||||
glm::mat4 model;
|
||||
model *= glm::translate(_light.Position);
|
||||
model *= glm::scale(glm::vec3(cutOffRadius));
|
||||
return model;
|
||||
}
|
||||
|
||||
|
||||
+53
-13
@@ -12,6 +12,7 @@
|
||||
#include "Model.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Skybox.h"
|
||||
#include "ResourceManager.h"
|
||||
|
||||
class Renderer
|
||||
{
|
||||
@@ -26,14 +27,6 @@ public:
|
||||
|
||||
std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
|
||||
std::list<std::tuple<Texture*, glm::mat4, glm::mat4>> TexturesToRender;
|
||||
int Lights;
|
||||
std::vector<float> Light_position;
|
||||
std::vector<float> Light_specular;
|
||||
std::vector<float> Light_diffuse;
|
||||
std::vector<float> Light_constantAttenuation;
|
||||
std::vector<float> Light_linearAttenuation;
|
||||
std::vector<float> Light_quadraticAttenuation;
|
||||
std::vector<float> Light_spotExponent;
|
||||
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
|
||||
|
||||
Renderer();
|
||||
@@ -49,10 +42,10 @@ public:
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _constantAttenuation,
|
||||
float _linearAttenuation,
|
||||
float _quadraticAttenuation,
|
||||
float _spotExponent
|
||||
float _specularExponent,
|
||||
float _ConstantAttenuation,
|
||||
float _LinearAttenuation,
|
||||
float _QuadraticAttenuation
|
||||
);
|
||||
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
|
||||
|
||||
@@ -69,8 +62,25 @@ public:
|
||||
void DrawBounds(bool val) { m_DrawBounds = val; }
|
||||
void DrawSkybox();
|
||||
|
||||
void SetSphereModel(Model* _model);
|
||||
|
||||
private:
|
||||
int m_Width, m_Height;
|
||||
|
||||
struct Light
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Specular;
|
||||
glm::vec3 Diffuse;
|
||||
float SpecularExponent;
|
||||
glm::mat4 SphereModelMatrix;
|
||||
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
|
||||
};
|
||||
|
||||
float Gamma;
|
||||
|
||||
std::list<Light> Lights;
|
||||
|
||||
GLFWwindow* m_Window;
|
||||
GLint m_glVersion[2];
|
||||
GLchar* m_glVendor;
|
||||
@@ -78,6 +88,7 @@ private:
|
||||
bool m_DrawNormals;
|
||||
bool m_DrawWireframe;
|
||||
bool m_DrawBounds;
|
||||
float CAtt, LAtt, QAtt;
|
||||
|
||||
std::shared_ptr<Skybox> m_Skybox;
|
||||
|
||||
@@ -87,24 +98,53 @@ private:
|
||||
glm::mat4 m_SunProjection;
|
||||
|
||||
GLuint m_DebugAABB;
|
||||
GLuint m_ScreenQuad;
|
||||
GLuint m_ShadowFrameBuffer;
|
||||
GLuint m_ShadowDepthTexture;
|
||||
|
||||
GLuint m_fbBasePass;
|
||||
GLuint m_fDiffuseTexture;
|
||||
GLuint m_fPositionTexture;
|
||||
GLuint m_fNormalsTexture;
|
||||
GLuint m_fBlendTexture;
|
||||
GLuint m_fbLightingPass;
|
||||
GLuint m_fLightingTexture;
|
||||
GLuint m_fShadowTexture;
|
||||
|
||||
GLuint m_fDepthBuffer;
|
||||
GLenum draw_bufs[2];
|
||||
GLuint m_ScreenQuad;
|
||||
Model* m_sphereModel;
|
||||
|
||||
bool m_QuadView;
|
||||
|
||||
std::shared_ptr<Camera> m_Camera;
|
||||
|
||||
ShaderProgram m_ShaderProgram;
|
||||
ShaderProgram m_FirstPassProgram;
|
||||
ShaderProgram m_SecondPassProgram;
|
||||
ShaderProgram m_SecondPassProgram_Debug;
|
||||
ShaderProgram m_FinalPassProgram;
|
||||
|
||||
ShaderProgram m_ShaderProgramNormals;
|
||||
ShaderProgram m_ShaderProgramShadows;
|
||||
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
||||
ShaderProgram m_ShaderProgramDebugAABB;
|
||||
ShaderProgram m_ShaderProgramSkybox;
|
||||
|
||||
|
||||
|
||||
void ClearStuff();
|
||||
void DrawScene();
|
||||
void DrawModels(ShaderProgram &shader);
|
||||
void DrawShadowMap();
|
||||
void CreateShadowMap(int resolution);
|
||||
void FrameBufferTextures();
|
||||
void DrawFBO();
|
||||
void DrawFBOScene();
|
||||
void DrawLightScene();
|
||||
void BindFragDataLocation();
|
||||
glm::mat4 CreateLightMatrix(Light &_light);
|
||||
|
||||
GLuint CreateQuad();
|
||||
void DrawDebugShadowMap();
|
||||
GLuint CreateAABB();
|
||||
|
||||
@@ -103,6 +103,11 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
if (!shader->IsCompiled())
|
||||
@@ -121,7 +126,7 @@ GLuint ShaderProgram::Link()
|
||||
}
|
||||
|
||||
LOG_INFO("Linking shader program");
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
|
||||
|
||||
+1
-1
@@ -61,7 +61,7 @@ class ShaderProgram
|
||||
{
|
||||
public:
|
||||
ShaderProgram()
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
~ShaderProgram();
|
||||
|
||||
void AddShader(std::shared_ptr<Shader> shader);
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 430
|
||||
|
||||
uniform vec3 La;
|
||||
uniform float Gamma;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
layout (binding=2) uniform sampler2D ShadowTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
|
||||
|
||||
|
||||
vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
|
||||
FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
//FragmentColor = ShadowTexel;
|
||||
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
+26
-96
@@ -1,113 +1,43 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
|
||||
layout(binding=0) uniform sampler2D texture0;
|
||||
layout(binding=1) uniform sampler2D shadowMap;
|
||||
|
||||
const int maxNumberOfLights = 82;
|
||||
uniform int numberOfLights;
|
||||
uniform vec3 position[maxNumberOfLights];
|
||||
uniform vec3 specular[maxNumberOfLights];
|
||||
uniform vec3 diffuse[maxNumberOfLights];
|
||||
uniform float constantAttenuation[maxNumberOfLights];
|
||||
uniform float linearAttenuation[maxNumberOfLights];
|
||||
uniform float quadraticAttenuation[maxNumberOfLights];
|
||||
uniform float spotExponent[maxNumberOfLights];
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D ShadowTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec3 ShadowCoord;
|
||||
vec4 ShadowCoord;
|
||||
} Input;
|
||||
|
||||
vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
|
||||
out vec4 frag_Diffuse;
|
||||
out vec4 frag_Position;
|
||||
out vec4 frag_Normal;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
float Shadow(vec4 ShadowCoord)
|
||||
{
|
||||
//float cosTheta = clamp(dot(Input.Normal, 1.0), 0.0, 1.0);
|
||||
float bias = 0.0005; // cosTheta is dot( n,l ), clamped between 0 and 1
|
||||
bias = clamp(bias, 0.0, 0.01);
|
||||
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z - bias)
|
||||
{
|
||||
return 0.3;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Diffuse Texture
|
||||
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord);
|
||||
|
||||
// Texture
|
||||
vec4 texel = texture2D(texture0, Input.TextureCoord);
|
||||
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
|
||||
// G-buffer Position
|
||||
frag_Position = vec4(Input.Position.xyz, 1.0);
|
||||
|
||||
//
|
||||
// Phong shading
|
||||
//
|
||||
|
||||
// Ambient light
|
||||
vec3 La = scene_ambient; // Ambient light
|
||||
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
|
||||
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
|
||||
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
|
||||
vec3 Is;
|
||||
vec3 Id;
|
||||
|
||||
// Shadows
|
||||
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
|
||||
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
|
||||
//bias = clamp(bias, 0.0, 0.01);
|
||||
float visibility = 1.0;
|
||||
/*if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
|
||||
{
|
||||
float bias = 0.00005;
|
||||
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
|
||||
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1))
|
||||
{
|
||||
visibility = 0.3;
|
||||
}
|
||||
}*/
|
||||
|
||||
vec3 totalLighting = La * Ka * visibility;
|
||||
|
||||
float attenuation;
|
||||
|
||||
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
|
||||
{
|
||||
// Light
|
||||
//vec3 lightPosition = vec3(0, 0, 2);
|
||||
vec3 Ls = specular[i]; // Specular light
|
||||
vec3 Ld = diffuse[i]; // Diffuse light
|
||||
|
||||
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
|
||||
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
|
||||
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
|
||||
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
|
||||
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
|
||||
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
|
||||
|
||||
float dist = length(position[i] - surfacePosition);
|
||||
|
||||
attenuation = 1.0 / (constantAttenuation[i]
|
||||
+ linearAttenuation[i] * dist
|
||||
+ quadraticAttenuation[i] * pow(dist, 2.0));
|
||||
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
|
||||
|
||||
// Diffuse light
|
||||
float dotProd = dot(surfaceToLight, surfaceNormal);
|
||||
dotProd = max(dotProd, 0.0);
|
||||
|
||||
Id = Ld * Kd * abs(dotProd) * attenuation;
|
||||
|
||||
// Specular light
|
||||
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
|
||||
float dotSpecular = dot(reflection, normalize(-surfacePosView));
|
||||
dotSpecular = max(dotSpecular, 0.0);
|
||||
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
|
||||
|
||||
Is = attenuation * Ls * Ks * specularFactor;
|
||||
|
||||
totalLighting = totalLighting + Id + Is;
|
||||
}
|
||||
|
||||
fragmentColor = vec4(totalLighting, 1.0) * texel;
|
||||
|
||||
|
||||
//fragmentColor = vec4(Id, 1.0) * texel;
|
||||
|
||||
//fragmentColor = texel;
|
||||
// G-buffer Normal
|
||||
frag_Normal = vec4(Input.Normal, 0.0);
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
#version 430
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D PositionTexture;
|
||||
layout (binding=2) uniform sampler2D NormalTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void DrawQuadrant(vec4 texel, vec2 quadrant)
|
||||
{
|
||||
if (-quadrant.x * Input.Position.x < 0 && -quadrant.y * Input.Position.y < 0)
|
||||
{
|
||||
FragColor = texel;
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture2D(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 PositionTexel = texture2D(PositionTexture, Input.TextureCoord);
|
||||
vec4 NormalTexel = texture2D(NormalTexture, Input.TextureCoord);
|
||||
|
||||
//FragColor = texture2D(DiffuseTexture, Input.TextureCoord * 2 + vec2(0, -1));
|
||||
DrawQuadrant(texture2D(DiffuseTexture, Input.TextureCoord * 2), vec2(-1, 1));
|
||||
DrawQuadrant(texture2D(PositionTexture, Input.TextureCoord * 2), vec2(1, 1));
|
||||
DrawQuadrant(texture2D(NormalTexture, Input.TextureCoord * 2), vec2(-1, -1));
|
||||
|
||||
vec4 AllTexel = texture2D(DiffuseTexture, Input.TextureCoord*2)*texture2D(PositionTexture, Input.TextureCoord*2)*texture2D(NormalTexture, Input.TextureCoord*2);
|
||||
DrawQuadrant(AllTexel, vec2(1, -1));
|
||||
}
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
#version 430
|
||||
|
||||
layout (binding=0) uniform sampler2D PositionTexture;
|
||||
layout (binding=1) uniform sampler2D NormalsTexture;
|
||||
|
||||
uniform vec2 ViewportSize;
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec3 la;
|
||||
uniform vec3 ls;
|
||||
uniform vec3 ld;
|
||||
uniform vec3 lp;
|
||||
uniform float specularExponent;
|
||||
uniform vec3 CameraPosition;
|
||||
uniform float ConstantAttenuation;
|
||||
uniform float LinearAttenuation;
|
||||
uniform float QuadraticAttenuation;
|
||||
|
||||
const vec3 ks = vec3(1.0, 1.0, 1.0);
|
||||
const vec3 kd = vec3(1.0, 1.0, 1.0);
|
||||
const vec3 ka = vec3(1.0, 1.0, 1.0);
|
||||
const float kshine = 1.0;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
vec4 phong(vec3 position, vec3 normal)
|
||||
{
|
||||
// Diffuse
|
||||
vec3 lightPos = vec3(V * vec4(lp, 1.0));
|
||||
vec3 distanceToLight = lightPos - position;
|
||||
vec3 directionToLight = normalize(distanceToLight);
|
||||
float dotProd = dot(directionToLight, normal);
|
||||
dotProd = max(dotProd, 0.0);
|
||||
vec3 Id = kd * ld * dotProd;
|
||||
|
||||
// Specular
|
||||
//vec3 reflection = reflect(-directionToLight, normal);
|
||||
vec3 surfaceToViewer = normalize(-position);
|
||||
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
|
||||
float dotSpecular = max(dot(halfWay, normal), 0.0);
|
||||
float specularFactor = pow(dotSpecular, specularExponent * 2.0);
|
||||
vec3 Is = ks * ls * specularFactor;
|
||||
|
||||
//Attenuation
|
||||
float dist = distance(lightPos, position);
|
||||
//float attenuation = -log(min(1.0, dist / LightRadius));
|
||||
|
||||
float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist));
|
||||
|
||||
//float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2));
|
||||
|
||||
//float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist)));
|
||||
|
||||
//float attenuation = 1.0 / dot(directionToLight, directionToLight);
|
||||
|
||||
//float att_s = 5;
|
||||
//float attenuation = pow(dist, 2) / pow(5.0, 2);
|
||||
//attenuation = 1.0 / (1.0 + attenuation * att_s);
|
||||
//att_s = 1.0 / (1.0 + att_s);
|
||||
//attenuation = attenuation / (1.0 - att_s);
|
||||
|
||||
//float radius = 5.0;
|
||||
//float alpha = dist / radius;
|
||||
//float dampingFactor = 1.0 - pow(alpha, 3);
|
||||
|
||||
return vec4((Id + Is) * attenuation, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
|
||||
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
|
||||
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
||||
|
||||
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel));
|
||||
}
|
||||
+10
-7
@@ -1,26 +1,29 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 DepthMVP;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec2 TextureCoord;
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec3 Normal;
|
||||
layout (location = 2) in vec2 TextureCoord;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec3 ShadowCoord;
|
||||
vec4 ShadowCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.Normal = Normal;
|
||||
Output.Position = vec3(V * M * vec4(Position, 1.0));
|
||||
Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
|
||||
Output.TextureCoord = TextureCoord;
|
||||
Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
|
||||
Output.ShadowCoord = DepthMVP * vec4(Position, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 2) in vec2 TextureCoord;
|
||||
|
||||
uniform mat4 depthBiasMVP;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
|
||||
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#version 430
|
||||
|
||||
in vec2 TexCoord0;
|
||||
in vec3 Normal0;
|
||||
in vec3 WorldPos0;
|
||||
|
||||
layout (location = 0) out vec3 WorldPosOut;
|
||||
layout (location = 1) out vec3 DiffuseOut;
|
||||
layout (location = 2) out vec3 NormalOut;
|
||||
layout (location = 3) out vec3 TexCoordOut;
|
||||
|
||||
uniform sampler2D gColorMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
WorldPosOut = WorldPos0;
|
||||
DiffuseOut = texture(gColorMap, TexCoord0).xyz;
|
||||
NormalOut = normalize(Normal0);
|
||||
TexCoordOut = vec3(TexCoord0, 0.0);
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec2 TexCoord;
|
||||
layout (location = 2) in vec3 Normal;
|
||||
|
||||
uniform mat4 gWVP;
|
||||
uniform mat4 gWorld;
|
||||
|
||||
out vec2 TexCoord0;
|
||||
out vec3 Normal0;
|
||||
out vec3 WorldPos0;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gWVP * vec4(Position, 1.0);
|
||||
TexCoord0 = TexCoord;
|
||||
Normal0 = (gWorld * vec4(Normal, 0.0)).xyz;
|
||||
WorldPos0 = (gWorld * vec4(Position, 1.0)).xyz;
|
||||
}
|
||||
@@ -39,10 +39,11 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
position,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->constantAttenuation,
|
||||
pointLightComponent->linearAttenuation,
|
||||
pointLightComponent->quadraticAttenuation,
|
||||
pointLightComponent->spotExponent);
|
||||
pointLightComponent->specularExponent,
|
||||
pointLightComponent->ConstantAttenuation,
|
||||
pointLightComponent->LinearAttenuation,
|
||||
pointLightComponent->QuadraticAttenuation
|
||||
);
|
||||
}
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
@@ -71,6 +72,8 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
void Systems::RenderSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
|
||||
m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
#ifndef UTIL_H
|
||||
#define UTIL_H
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#define ZERO_MEM(a) memset(a, 0, sizeof(a))
|
||||
|
||||
#define ARRAY_SIZE_IN_ELEMENTS(a) (sizeof(a)/sizeof(a[0]))
|
||||
|
||||
#define INVALID_OGL_VALUE 0xFFFFFFFF
|
||||
|
||||
#define SAFE_DELETE(p) if (p) { delete p; p = NULL; }
|
||||
|
||||
#define GLExitIfError() \
|
||||
{ \
|
||||
GLenum Error = glGetError(); \
|
||||
\
|
||||
if (Error != GL_NO_ERROR) { \
|
||||
printf("OpenGL error in %s:%d: 0x%x\n", __FILE__, __LINE__, Error); \
|
||||
exit(0); \
|
||||
} \
|
||||
}
|
||||
|
||||
#define GLCheckError() (glGetError() == GL_NO_ERROR)
|
||||
|
||||
#endif /* UTIL_H */
|
||||
@@ -1,40 +0,0 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "gBuffer.h"
|
||||
|
||||
bool GBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight)
|
||||
{
|
||||
// Create the FBO
|
||||
glGenFramebuffers(1, &m_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
|
||||
|
||||
// Create the gbuffer textures
|
||||
glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
|
||||
glGenTextures(1, &m_depthTexture);
|
||||
|
||||
for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++) {
|
||||
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
|
||||
}
|
||||
|
||||
// depth
|
||||
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
|
||||
NULL);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
|
||||
|
||||
GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
|
||||
|
||||
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
if (Status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
printf("FB error, status: 0x%x\n", Status);
|
||||
return false;
|
||||
}
|
||||
|
||||
// restore default FBO
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
#ifndef gBuffer_h__
|
||||
#define gBuffer_h__
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
class GBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
enum GBUFFER_TEXTURE_TYPE {
|
||||
GBUFFER_TEXTURE_TYPE_POSITION,
|
||||
GBUFFER_TEXTURE_TYPE_DIFFUSE,
|
||||
GBUFFER_TEXTURE_TYPE_NORMAL,
|
||||
GBUFFER_TEXTURE_TYPE_TEXCOORD,
|
||||
GBUFFER_NUM_TEXTURES
|
||||
};
|
||||
|
||||
GBuffer();
|
||||
|
||||
~GBuffer();
|
||||
|
||||
bool Init(unsigned int WindowWidth, unsigned int WindowHeight);
|
||||
|
||||
void BindForWriting();
|
||||
|
||||
void BindForReading();
|
||||
|
||||
private:
|
||||
|
||||
GLuint m_fbo;
|
||||
GLuint m_textures[GBUFFER_NUM_TEXTURES];
|
||||
GLuint m_depthTexture;
|
||||
};
|
||||
|
||||
#endif //gBuffer_h__
|
||||
@@ -0,0 +1,83 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<VSPerformanceSession Version="1.00">
|
||||
<Options>
|
||||
<Solution>Returngeance.sln</Solution>
|
||||
<CollectionMethod>Sampling</CollectionMethod>
|
||||
<AllocationMethod>None</AllocationMethod>
|
||||
<AddReport>true</AddReport>
|
||||
<ResourceBasedAnalysisSelected>true</ResourceBasedAnalysisSelected>
|
||||
<UniqueReport>Timestamp</UniqueReport>
|
||||
<SamplingMethod>Cycles</SamplingMethod>
|
||||
<CycleCount>10000000</CycleCount>
|
||||
<PageFaultCount>10</PageFaultCount>
|
||||
<SysCallCount>10</SysCallCount>
|
||||
<SamplingCounter Name="" ReloadValue="00000000000f4240" DisplayName="" />
|
||||
<RelocateBinaries>false</RelocateBinaries>
|
||||
<HardwareCounters EnableHWCounters="false" />
|
||||
<EtwSettings />
|
||||
<PdhSettings>
|
||||
<PdhCountersEnabled>false</PdhCountersEnabled>
|
||||
<PdhCountersRate>500</PdhCountersRate>
|
||||
<PdhCounters>
|
||||
<PdhCounter>\Memory\Pages/sec</PdhCounter>
|
||||
<PdhCounter>\PhysicalDisk(_Total)\Avg. Disk Queue Length</PdhCounter>
|
||||
<PdhCounter>\Processor(_Total)\% Processor Time</PdhCounter>
|
||||
</PdhCounters>
|
||||
</PdhSettings>
|
||||
</Options>
|
||||
<ExcludeSmallFuncs>true</ExcludeSmallFuncs>
|
||||
<InteractionProfilingEnabled>false</InteractionProfilingEnabled>
|
||||
<JScriptProfilingEnabled>false</JScriptProfilingEnabled>
|
||||
<PreinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PreinstrumentEvent>
|
||||
<PostinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PostinstrumentEvent>
|
||||
<Binaries>
|
||||
<ProjBinary>
|
||||
<Path>bin\Debug\Returngeance.exe</Path>
|
||||
<ArgumentTimestamp>01/01/0001 00:00:00</ArgumentTimestamp>
|
||||
<Instrument>true</Instrument>
|
||||
<Sample>true</Sample>
|
||||
<ExternalWebsite>false</ExternalWebsite>
|
||||
<InteractionProfilingEnabled>false</InteractionProfilingEnabled>
|
||||
<IsLocalJavascript>false</IsLocalJavascript>
|
||||
<IsWindowsStoreApp>false</IsWindowsStoreApp>
|
||||
<IsWWA>false</IsWWA>
|
||||
<LaunchProject>true</LaunchProject>
|
||||
<OverrideProjectSettings>false</OverrideProjectSettings>
|
||||
<LaunchMethod>Executable</LaunchMethod>
|
||||
<ExecutablePath>bin\Debug\Returngeance.exe</ExecutablePath>
|
||||
<StartupDirectory>..\bin\Debug</StartupDirectory>
|
||||
<Arguments>
|
||||
</Arguments>
|
||||
<NetAppHost>IIS</NetAppHost>
|
||||
<NetBrowser>InternetExplorer</NetBrowser>
|
||||
<ExcludeSmallFuncs>true</ExcludeSmallFuncs>
|
||||
<JScriptProfilingEnabled>false</JScriptProfilingEnabled>
|
||||
<PreinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PreinstrumentEvent>
|
||||
<PostinstrumentEvent>
|
||||
<InstrEventExclude>false</InstrEventExclude>
|
||||
</PostinstrumentEvent>
|
||||
<ProjRef>{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj</ProjRef>
|
||||
<ProjPath>Returngeance\Returngeance.vcxproj</ProjPath>
|
||||
<ProjName>Returngeance</ProjName>
|
||||
</ProjBinary>
|
||||
</Binaries>
|
||||
<Reports>
|
||||
<Report>
|
||||
<Path>Returngeance140427.vsp</Path>
|
||||
</Report>
|
||||
<Report>
|
||||
<Path>Returngeance140427(1).vsp</Path>
|
||||
</Report>
|
||||
</Reports>
|
||||
<Launches>
|
||||
<ProjBinary>
|
||||
<Path>:PB:{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj</Path>
|
||||
</ProjBinary>
|
||||
</Launches>
|
||||
</VSPerformanceSession>
|
||||
@@ -195,6 +195,7 @@
|
||||
<ClInclude Include="..\..\src\Systems\TankSteeringSystem.h" />
|
||||
<ClInclude Include="..\..\src\Systems\TransformSystem.h" />
|
||||
<ClInclude Include="..\..\src\Texture.h" />
|
||||
<ClInclude Include="..\..\src\Util\defferedUtil.h" />
|
||||
<ClInclude Include="..\..\src\Util\GLError.h" />
|
||||
<ClInclude Include="..\..\src\Util\Rectangle.h" />
|
||||
<ClInclude Include="..\..\src\Util\Logging.h" />
|
||||
@@ -203,7 +204,11 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\src\Shaders\AABB.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\FinalPass.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\FinalPass.vert.glsl" />
|
||||
<None Include="..\..\src\Shaders\Fragment.glsl" />
|
||||
<None Include="..\..\src\Shaders\Fragment2-Debug.glsl" />
|
||||
<None Include="..\..\src\Shaders\Fragment2.glsl" />
|
||||
<None Include="..\..\src\Shaders\Normals.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\Normals.geo.glsl" />
|
||||
<None Include="..\..\src\Shaders\ShadowMap.frag.glsl" />
|
||||
@@ -211,6 +216,7 @@
|
||||
<None Include="..\..\src\Shaders\Skybox.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\Skybox.vert.glsl" />
|
||||
<None Include="..\..\src\Shaders\Vertex.glsl" />
|
||||
<None Include="..\..\src\Shaders\Vertex2.glsl" />
|
||||
<None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl" />
|
||||
<None Include="..\..\src\Shaders\VisualizeDepth.vert.glsl" />
|
||||
</ItemGroup>
|
||||
|
||||
@@ -352,12 +352,10 @@
|
||||
<ClInclude Include="..\..\src\Events\BindGamepadButton.h">
|
||||
<Filter>Input\Events</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\Util\defferedUtil.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\src\Shaders\AABB.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Fragment.glsl">
|
||||
<None Include="..\..\src\Shaders\Fragment2.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Normals.frag.glsl">
|
||||
@@ -381,11 +379,29 @@
|
||||
<None Include="..\..\src\Shaders\Vertex.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Vertex2.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\VisualizeDepth.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\AABB.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Fragment.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\Fragment2-Debug.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\FinalPass.vert.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\..\src\Shaders\FinalPass.frag.glsl">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user