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@ -238,32 +238,24 @@ void Light::UpdateMatrices() {
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void Light::DrawGui() {
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ImGui::SliderFloat3("Position", mPosition.data(), -10.0f, 10.0f);
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ImGui::SliderFloat3("Direction", mDirection.data(), -1.0f, 1.0f);
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ImGui::SliderFloat("Volume Size", &mBBoxSize, 1.0f, 50.0f);
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ImGui::SliderFloat("Near", &mNear, -10.0f, 50.0f);
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ImGui::SliderFloat("Far", &mFar, -10.0f, 50.0f);
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ImGui::SliderFloat("Shadow Bias", &mShadowBias, 0.0f, 0.01f, "%.5f", 1.0f);
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ImGui::SliderFloat4("Shadow Splits Bias", mSplitBias.data(), 0.0f, 0.01f, "%.5f", 1.0f);
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ImGui::SliderFloat4("Shadow Splits", mShadowSplits.data(), 0.01f, 1.0f);
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ImGui::Checkbox("Draw Split View Bounds", &mDebugDrawSplitViewBounds);
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ImGui::Checkbox("Draw Split World Bounds", &mDebugDrawSplitWorldBounds);
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ImGui::Checkbox("Draw Split Light Bounds", &mDebugDrawSplitLightBounds);
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bool show_cascades = mShowCascadesAlpha == 0.0f ? false : true;
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ImGui::Checkbox("ShowCascades", &show_cascades);
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mShowCascadesAlpha = show_cascades ? 1.0 : 0.0f;
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ImGui::Checkbox("Draw Light Depth", &sRendererSettings.DrawLightDepth);
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ImGui::RadioButton("Split 0", &sRendererSettings.ActiveShadowMapSplit, 0); ImGui::SameLine();
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ImGui::RadioButton("Split 1", &sRendererSettings.ActiveShadowMapSplit, 1); ImGui::SameLine();
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ImGui::RadioButton("Split 2", &sRendererSettings.ActiveShadowMapSplit, 2); ImGui::SameLine();
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ImGui::RadioButton("Split 3", &sRendererSettings.ActiveShadowMapSplit, 3); ImGui::SameLine();
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ImGui::RadioButton("Default", &sRendererSettings.ActiveShadowMapSplit, 4);
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ImGui::RadioButton("Split 3", &sRendererSettings.ActiveShadowMapSplit, 3);
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RenderTarget* shadow_split_target = nullptr;
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if (sRendererSettings.ActiveShadowMapSplit == 4) {
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shadow_split_target = &mShadowMapTarget;
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} else {
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shadow_split_target = &mSplitTarget[sRendererSettings.ActiveShadowMapSplit];
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}
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shadow_split_target = &mSplitTarget[sRendererSettings.ActiveShadowMapSplit];
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void* texture;
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if (sRendererSettings.DrawLightDepth) {
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@ -288,7 +280,7 @@ void Light::UpdateSplits(const Camera& camera) {
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// Clamp the far plane of the camera so that we only
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// create shadow maps for things that are relatively near
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// the camera.
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float far = fmin(camera.mFar, 10.0f);
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float far = camera.mFar;
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float length = far - near;
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float split_near = near;
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float aspect = camera.mWidth / camera.mHeight;
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@ -728,13 +720,8 @@ void Renderer::RenderGl() {
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mDebugCamera.mHeight = mSceneAreaHeight;
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}
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// mDebugCamera.mEye = Vector3d(-4.0f, 4.4f, 0.0f);
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// mDebugCamera.mPoi = Vector3d(-3.2f, 3.8f, 0.2f);
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// mDebugCamera.mUp = Vector3d(0.0f, 1.0f, 0.0f);
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mDebugCamera.mWidth = 300.0f;
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mDebugCamera.mHeight = 300.0f;
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// mDebugCamera.mNear = 0.8f;
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// mDebugCamera.mFar = 10.0f;
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mDebugCamera.UpdateMatrices();
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mCamera.UpdateMatrices();
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@ -757,7 +744,6 @@ void Renderer::RenderGl() {
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RenderScene(mLight.mShadowMapProgram, mLight.mSplitCamera[i]);
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mLight.mSplitTarget[i].RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// Shadow Map
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@ -903,12 +889,24 @@ void Renderer::RenderGl() {
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gScreenQuad.Draw(GL_TRIANGLES);
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}
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if (!mIsSSAOEnabled) {
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mSSAOBlurTarget.Bind();
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glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
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GLenum draw_attachment_0[] = {GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, draw_attachment_0);
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glClearColor(255, 255, 255, 255);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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gScreenQuad.Draw(GL_TRIANGLES);
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}
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if (mUseDeferred) {
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// Deferred: Lighting pass
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0};
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glDrawBuffers (1, buffers);
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mDeferredLightingTarget.Bind();
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glClearColor(0, 0, 0, 255);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(mDeferredLighting.mProgramId);
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@ -964,6 +962,7 @@ void Renderer::RenderGl() {
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mDeferredLighting.SetFloat("uFar", mCamera.mFar);
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mDeferredLighting.SetVec4("uShadowSplits", mLight.mShadowSplits);
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mDeferredLighting.SetVec4("uShadowSplitBias", mLight.mSplitBias);
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mDeferredLighting.SetFloat("uShowCascadesAlpha", mLight.mShowCascadesAlpha);
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mDeferredLighting.SetMat44("uViewMatrix", mCamera.mViewMatrix);
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Matrix33f view_mat_rot = mCamera.mViewMatrix.block<3,3>(0,0);
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@ -1043,18 +1042,6 @@ void Renderer::DebugDrawShadowCascades() {
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}
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}
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// // Draw bounding box in light space
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// if (mLight.mDebugDrawSplitLightBounds) {
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// Matrix44f model_view_projection =
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// mLight.mLightSpaceMatrix.inverse()
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// * mCamera.mViewMatrix
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// * mCamera.mProjectionMatrix;
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//
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// mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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// mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
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// gUnitCubeLines.Draw(GL_LINES);
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// }
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// Disable wireframe
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glEnable(GL_CULL_FACE);
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@ -1133,12 +1120,8 @@ void Renderer::DrawGui() {
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ImGui::RadioButton("Color", &sRendererSettings.RenderMode, 1); ImGui::SameLine();
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ImGui::RadioButton("Depth", &sRendererSettings.RenderMode, 2); ImGui::SameLine();
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ImGui::RadioButton("Normals", &sRendererSettings.RenderMode, 3); ImGui::SameLine();
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ImGui::RadioButton("Positions", &sRendererSettings.RenderMode, 4);
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if (mIsSSAOEnabled) {
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ImGui::SameLine();
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ImGui::RadioButton("AO", &sRendererSettings.RenderMode, 5);
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};
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ImGui::RadioButton("Positions", &sRendererSettings.RenderMode, 4); ImGui::SameLine();
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ImGui::RadioButton("AO", &sRendererSettings.RenderMode, 5);
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switch (sRendererSettings.RenderMode) {
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case SceneRenderModeDefault:
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@ -1185,14 +1168,7 @@ void Renderer::DrawGui() {
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if (ImGui::BeginDock("Render Settings")) {
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ImGui::Text("Camera");
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ImGui::RadioButton("Main", &sRendererSettings.ActiveCameraDebugUi, 0); ImGui::SameLine();
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ImGui::RadioButton("Debug1", &sRendererSettings.ActiveCameraDebugUi, 1);
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if (sRendererSettings.ActiveCameraDebugUi == 0) {
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mCamera.DrawGui();
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} else {
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mDebugCamera.DrawGui();
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}
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mCamera.DrawGui();
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ImGui::Checkbox("Enable Deferred", &mUseDeferred);
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ImGui::Checkbox("Enable SSAO", &mIsSSAOEnabled);
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@ -1208,26 +1184,6 @@ void Renderer::DrawGui() {
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if (mSSAOKernelSize != mSSAOKernel.size()) {
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InitializeSSAOKernelAndNoise();
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}
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ImGui::Text("Position Texture");
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mPositionTextureRef.mTextureIdPtr = &mRenderTarget.mPositionTexture;
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mPositionTextureRef.magic = (GLuint)0xbadface;
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float aspect = mRenderTarget.mHeight / mRenderTarget.mWidth;
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image((void*) &mPositionTextureRef,
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ImVec2(content_avail.x, content_avail.x * aspect),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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ImGui::Text("Normal Texture");
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mNormalTextureRef.mTextureIdPtr = &mRenderTarget.mNormalTexture;
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mNormalTextureRef.magic = (GLuint)0xbadface;
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ImGui::Image((void*) &mNormalTextureRef,
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ImVec2(content_avail.x, content_avail.x * aspect),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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}
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}
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ImGui::EndDock();
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