Work done on light and shadows.
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+8
-8
@@ -13,14 +13,14 @@ Renderer::Renderer()
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m_DrawWireframe = false;
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m_DrawBounds = false;
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#endif
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Gamma = 2.2f;
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Gamma = 0.85f;
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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*6;
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m_SunPosition = glm::vec3(0, 3.5f, 10);
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m_SunPosition = glm::vec3(3.f, 5.f, 3.f);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection = glm::ortho<float>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
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m_SunProjection = glm::ortho<float>(200.f, -200.f, 200.f, -200.f, -100.f, 100.f);
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/* Lights = 0;*/
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}
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@@ -529,7 +529,7 @@ void Renderer::FrameBufferTextures()
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//Generate and bind diffuse texture
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glGenTextures(1, &m_fDiffuseTexture);
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glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@@ -547,7 +547,7 @@ void Renderer::FrameBufferTextures()
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//Generate and bind normal texture
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glGenTextures(1, &m_fNormalsTexture);
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glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@@ -593,7 +593,7 @@ void Renderer::FrameBufferTextures()
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glGenTextures(1, &m_fLightingTexture);
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glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@@ -625,7 +625,7 @@ void Renderer::DrawFBO()
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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(0.5f, 0.f, 0.f, 0.f);
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glClearColor(0.0f, 0.3f, 0.7f, 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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@@ -668,7 +668,7 @@ void Renderer::DrawFBO()
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m_FinalPassProgram.Bind();
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// Ambient light
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.4f, 0.4f, 0.4f)));
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glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
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glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
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glActiveTexture(GL_TEXTURE0);
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