884 lines
30 KiB
C++
Executable File
884 lines
30 KiB
C++
Executable File
#include "PrecompiledHeader.h"
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#include "Renderer.h"
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Renderer::Renderer()
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{
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m_VSync = false;
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#ifdef DEBUG
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m_DrawNormals = false;
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m_DrawWireframe = false;
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m_DrawBounds = true;
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#else
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m_DrawNormals = false;
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m_DrawWireframe = false;
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m_DrawBounds = false;
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#endif
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Gamma = 2.2f;
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CAtt = 1.0f;
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LAtt = 0.0f;
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QAtt = 3.0f;
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m_ShadowMapRes = 2048*6;
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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>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
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/* Lights = 0;*/
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}
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void Renderer::Initialize()
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{
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// Initialize GLFW
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if (!glfwInit())
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{
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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m_Width = 1280;
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m_Height = 720;
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// Antialiasing
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//glfwWindowHint(GLFW_SAMPLES, 16);
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m_Window = glfwCreateWindow(m_Width, m_Height, "OpenGL", nullptr, nullptr);
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if (!m_Window)
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{
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_glVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_glVersion[1]);
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m_glVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_glVendor << " OpenGL " << m_glVersion[0] << "." << m_glVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK)
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{
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create Camera
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m_Camera = std::make_shared<Camera>(45.f, (float)m_Width / m_Height, 0.01f, 1000.f);
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m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
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glfwSwapInterval(m_VSync);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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LoadContent();
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}
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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 standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
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m_ShaderProgram.AddShader(standardVS);
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m_ShaderProgram.AddShader(standardFS);
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl")));
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m_ShaderProgramNormals.AddShader(standardVS);
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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_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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m_ShaderProgramShadowsDrawDepth.Link();
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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_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_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
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m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
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m_ShaderProgramShadows.Compile();
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m_ShaderProgramShadows.Link();
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
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m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
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m_FirstPassProgram.Compile();
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
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glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
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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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{
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glGenFramebuffers(1, &m_ShadowFrameBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
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// Depth texture
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glGenTextures(1, &m_ShadowDepthTexture);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
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//glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
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glDrawBuffer(GL_NONE);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("Framebuffer incomplete!");
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return;
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}
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}
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void Renderer::DrawShadowMap()
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{
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glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
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glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
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glCullFace(GL_BACK); //Make it so that only the back faces are rendered
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//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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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));
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glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
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glm::mat4 MVP;
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m_ShaderProgramShadows.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
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//For each model, render them to the shadowmap
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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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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, 400, 400);
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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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m_ShaderProgramShadowsDrawDepth.Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void Renderer::DrawModels(ShaderProgram &shader)
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{
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/*glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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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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std::tie(model, modelMatrix) = tuple;
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MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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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::DrawText()
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{
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//DrawShitInTextForm
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}
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void Renderer::AddTextToDraw()
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{
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(Model* model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster)
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{
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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// You can now use ModelMatrix to build the MVP matrix
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ModelsToRender.push_back(std::make_tuple(model, modelMatrix, visible, shadowCaster));
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}
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void Renderer::AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
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{
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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glm::vec3 camToParticle = glm::normalize(m_Camera->Position() - position);
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glm::vec3 up = glm::vec3(0,1,0);
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glm::vec3 rightVec = glm::normalize(glm::cross(up, camToParticle));
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glm::vec3 up2 = glm::normalize(glm::cross(camToParticle, rightVec));
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glm::mat4 billboardMatrix;
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billboardMatrix[0] = glm::vec4(rightVec, 0);
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billboardMatrix[1] = glm::vec4(up2, 0);
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billboardMatrix[2] = glm::vec4(camToParticle, 0);
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//billboardMatrix[3] = glm::vec4(position, 0);
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TexturesToRender.push_back(std::make_tuple(texture, modelMatrix, billboardMatrix));
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}
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void Renderer::AddPointLightToDraw(
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glm::vec3 _position,
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glm::vec3 _specular,
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glm::vec3 _diffuse,
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float _specularExponent,
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float _ConstantAttenuation,
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float _LinearAttenuation,
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float _QuadraticAttenuation
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)
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{
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Light light;
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light.Position = _position;
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light.Diffuse = _diffuse;
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light.Specular = _specular;
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light.SpecularExponent = _specularExponent;
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light.ConstantAttenuation = _ConstantAttenuation;
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light.LinearAttenuation = _LinearAttenuation;
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light.QuadraticAttenuation = _QuadraticAttenuation;
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light.SphereModelMatrix = CreateLightMatrix(light);
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Lights.push_back(light);
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}
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void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
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{
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glm::mat4 model;
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model *= glm::translate(origin);
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model *= glm::scale(volumeVector);
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AABBsToRender.push_back(std::make_tuple(model, colliding));
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}
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GLuint Renderer::CreateQuad()
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{
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float quadVertices[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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float quadTexCoords[] =
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{
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0.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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};
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GLuint vbo[2], vao;
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glGenBuffers(2, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(float), quadVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, 2 * 6 * sizeof(float), quadTexCoords, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(2);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vao;
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}
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GLuint Renderer::CreateAABB()
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{
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float vertices[] =
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{
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// Bottom
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-1.0f, -1.0f, 1.0f, // 0
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|
1.0f, -1.0f, 1.0f, // 1
|
|
1.0f, -1.0f, 1.0f, // 1
|
|
1.0f, -1.0f, -1.0f, // 2
|
|
1.0f, -1.0f, -1.0f, // 2
|
|
-1.0f, -1.0f, -1.0f, // 3
|
|
-1.0f, -1.0f, -1.0f, // 3
|
|
-1.0f, -1.0f, 1.0f, // 0
|
|
|
|
// Top
|
|
-1.0f, 1.0f, 1.0f, // 4
|
|
1.0f, 1.0f, 1.0f, // 5
|
|
1.0f, 1.0f, 1.0f, // 5
|
|
1.0f, 1.0f, -1.0f, // 6
|
|
1.0f, 1.0f, -1.0f, // 6
|
|
-1.0f, 1.0f, -1.0f, // 7
|
|
-1.0f, 1.0f, -1.0f, // 7
|
|
-1.0f, 1.0f, 1.0f, // 4
|
|
|
|
// Connectors
|
|
-1.0f, -1.0f, 1.0f, // 0
|
|
-1.0f, 1.0f, 1.0f, // 4
|
|
1.0f, -1.0f, 1.0f, // 1
|
|
1.0f, 1.0f, 1.0f, // 5
|
|
1.0f, -1.0f, -1.0f, // 2
|
|
1.0f, 1.0f, -1.0f, // 6
|
|
-1.0f, -1.0f, -1.0f, // 3
|
|
-1.0f, 1.0f, -1.0f, // 7
|
|
};
|
|
|
|
GLuint vbo, vao;
|
|
glGenBuffers(1, &vbo);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
glEnableVertexAttribArray(0);
|
|
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
return vao;
|
|
}
|
|
|
|
GLuint Renderer::CreateSkybox()
|
|
{
|
|
glm::vec3 skyBoxVertices[] =
|
|
{
|
|
glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f),
|
|
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
|
|
glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, -1.0f),
|
|
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
|
|
glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f),
|
|
glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f)
|
|
};
|
|
|
|
GLuint vbo, vao;
|
|
glGenBuffers(1, &vbo);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(skyBoxVertices), skyBoxVertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
|
|
glEnableVertexAttribArray(0);
|
|
glBindVertexArray(0);
|
|
|
|
return vao;
|
|
}
|
|
|
|
void Renderer::ClearStuff()
|
|
{
|
|
AABBsToRender.clear();
|
|
ModelsToRender.clear();
|
|
TexturesToRender.clear();
|
|
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);
|
|
|
|
//Generate and bind normal texture
|
|
glGenTextures(1, &m_fSpecularTexture);
|
|
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
|
|
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_fSpecularTexture, 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);
|
|
if (texGroup.NormalMap)
|
|
{
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, *texGroup.NormalMap);
|
|
}
|
|
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);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
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// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
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glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
|
|
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glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
|
|
};
|
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glEnable (GL_DEPTH_TEST);
|
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glDepthMask (GL_TRUE);
|
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glDisable (GL_BLEND);
|
|
}
|
|
|
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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;
|
|
}
|
|
|
|
void Renderer::UpdateSunProjection()
|
|
{
|
|
glm::vec3 NDCCube[] =
|
|
{
|
|
glm::vec3(-1.f, -1.f, -1.f),
|
|
glm::vec3(1.f, -1.f, -1.f),
|
|
glm::vec3(-1.f, 1.f, -1.f),
|
|
glm::vec3(1.f, 1.f, -1.f),
|
|
glm::vec3(-1.f, -1.f, 1.f),
|
|
glm::vec3(1.f, -1.f, 1.f),
|
|
glm::vec3(-1.f, 1.f, 1.f),
|
|
glm::vec3(1.f, 1.f, 1.f)
|
|
};
|
|
|
|
glm::mat4 inverseProjectionViewMatrix = glm::inverse(m_Camera->ViewMatrix()) * glm::inverse(m_Camera->ProjectionMatrix());
|
|
//Also * with world matrix for light
|
|
|
|
for(auto corner : NDCCube)
|
|
{
|
|
//corner *= inverseProjectionViewMatrix;
|
|
}
|
|
|
|
//Calculate the bounding box of the transformed frustum corners. This will be the view frustum for the shadow map.
|
|
|
|
//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
|
|
}
|
|
|
|
void Renderer::CreateViewport(int identifier, float left, float top, float right, float bottom)
|
|
{
|
|
Viewport v;
|
|
v.Left = left;
|
|
v.Top = top;
|
|
v.Right = right;
|
|
v.Bottom = bottom;
|
|
m_Viewports[identifier] = v;
|
|
}
|
|
|
|
|
|
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