Enabled cascaded shadow maps in forward rendering mode
parent
2c132e2abc
commit
b456d24934
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@ -7,12 +7,33 @@ uniform sampler2D uAlbedoTexture;
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#define USE_SAMPLER2D_SHADOW 1
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//
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// Single Shadow MAp
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//
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#ifdef USE_SAMPLER2D_SHADOW
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uniform sampler2DShadow uShadowMap;
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#else
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uniform sampler2D uShadowMap;
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#endif
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//
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// Cascaded Shadow Maps
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//
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const int NUM_SPLITS = 4;
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#ifdef USE_SAMPLER2D_SHADOW
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uniform sampler2DShadow uShadowMaps[NUM_SPLITS];
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#else
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uniform sampler2D uShadowMaps[NUM_SPLITS];
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#endif
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uniform mat4 uViewToLightMatrix[NUM_SPLITS];
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uniform float uShowCascadesAlpha;
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uniform vec4 uShadowSplits;
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uniform vec4 uShadowSplitBias;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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@ -26,7 +47,7 @@ out vec4 outColor;
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out vec3 outPosition;
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out vec3 outNormal;
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float ShadowCalculationPCF(vec4 frag_pos_light_space) {
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float ShadowCalculationPCF_OLD(vec4 frag_pos_light_space) {
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vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
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projected_coordinates = projected_coordinates * 0.5 + 0.5;
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@ -54,46 +75,101 @@ float ShadowCalculationPCF(vec4 frag_pos_light_space) {
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return shadow;
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}
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float ShadowCalculation(vec4 frag_pos_light_space) {
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#ifdef USE_SAMPLER2D_SHADOW
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float ShadowCalculationPCF(sampler2DShadow shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space, float shadow_bias) {
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#else
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float ShadowCalculationPCF(sampler2D shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space, float shadow_bias) {
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#endif
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vec3 projected_coordinates = frag_pos_light_space.xyz / frag_pos_light_space.w;
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projected_coordinates = projected_coordinates * 0.5 + 0.5;
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if (abs(projected_coordinates.z) > 1.0 ) {
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return 0.0;
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}
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float current_depth = projected_coordinates.z;
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float bias = 0.01;
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float bias = 0.00;
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bias = max(shadow_bias * (1.0 - dot(frag_normal_light_space, uLightDirection)), shadow_bias);
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float shadow = 0.0;
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vec2 texel_size = 1.0 / textureSize(shadow_map, 0);
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for (int x = -1; x <= 1; ++x) {
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for (int y = -1; y <= 1; ++y) {
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#ifdef USE_SAMPLER2D_SHADOW
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float closest_depth = texture(uShadowMap, vec3(projected_coordinates.xy, current_depth - bias));
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vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
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float pcf_depth = texture(shadow_map, vec3(coordinate, current_depth - bias));
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#else
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float closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
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bias = max(0.005 * (1.0 - dot(ioFragNormal, uLightDirection)), 0.003);
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float pcf_depth = texture(shadow_map, projected_coordinates.xy).r;
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#endif
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shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
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}
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}
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return current_depth - bias > closest_depth ? 1.0 : 0.0;
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shadow /= 9.0;
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return shadow;
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}
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vec3 get_cascade_color (float depth) {
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if (depth < uShadowSplits[0]) {
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return vec3 (1.0, 0.0, 0.0);
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} else if (depth < uShadowSplits[1]) {
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return vec3 (1.0, 1.0, 0.0);
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} else if (depth < uShadowSplits[2]) {
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return vec3 (0.0, 1.0, 0.0);
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}
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return vec3 (0.0, 0.0, 1.0);
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}
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void main() {
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vec4 albedo_color = texture(uAlbedoTexture, ioFragTexCoords) * ioFragColor * uColor;
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vec3 position = ioFragPosition.xyz;
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// ambient lighting
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float ambient_strength = 0.2;
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vec4 ambient = ambient_strength * albedo_color;
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// diffuse lighting
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vec3 normal_dir = normalize(ioFragNormal);
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vec3 normal = normalize(ioFragNormal);
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vec3 light_dir = -(mat3(uViewMatrix)) * uLightDirection;
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float diff = max(dot(normal_dir, light_dir), 0.0);
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float diff = max(dot(normal, light_dir), 0.0);
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vec4 diffuse = diff * albedo_color;
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// specular lighting
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vec3 view_dir = normalize(-ioFragPosition);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float spec = pow(max(dot(normal_dir, halfway_dir), 0.0), 32);
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float spec = pow(max(dot(normal, halfway_dir), 0.0), 32);
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vec4 specular = spec * vec4(0.5);
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// shadow
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float shadow = ShadowCalculationPCF(ioFragPosLightSpace);
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float shadow = 0;
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if (-position.z < uShadowSplits[0]) {
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// shadow (need to transform position and normal to light space)
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vec4 position_light_space = uViewToLightMatrix[0] * vec4(position, 1.0);
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vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[0])) * vec4(normal, 1.0)).xyz;
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shadow = ShadowCalculationPCF(uShadowMaps[0], position_light_space, normal, uShadowSplitBias[0]);
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} else if (-position.z< uShadowSplits[1]) {
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vec4 position_light_space = uViewToLightMatrix[1] * vec4(position, 1.0);
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vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[1])) * vec4(normal, 1.0)).xyz;
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shadow = ShadowCalculationPCF(uShadowMaps[1], position_light_space, normal, uShadowSplitBias[1]);
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} else if (-position.z< uShadowSplits[2]) {
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vec4 position_light_space = uViewToLightMatrix[2] * vec4(position, 1.0);
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vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[2])) * vec4(normal, 1.0)).xyz;
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shadow = ShadowCalculationPCF(uShadowMaps[2], position_light_space, normal, uShadowSplitBias[2]);
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} else {
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vec4 position_light_space = uViewToLightMatrix[3] * vec4(position, 1.0);
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vec3 normal_light_space = (transpose(inverse(uViewToLightMatrix[3])) * vec4(normal, 1.0)).xyz;
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shadow = ShadowCalculationPCF(uShadowMaps[3], position_light_space, normal, uShadowSplitBias[3]);
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}
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vec4 cascade = vec4(get_cascade_color(-position.z), 1.0);
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ambient = (uShowCascadesAlpha * cascade) + (1.0 - uShowCascadesAlpha) * ambient;
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outColor = (ambient + (1.0 - shadow) * (diffuse + specular));
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// float shadow = ShadowCalculationPCF(uShadowMap, ioFragPosLightSpace, normal, 0.001);
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outColor = ambient + (1.0 - shadow) * (diffuse + specular);
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outPosition = ioFragPosition.xyz;
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@ -8,11 +8,13 @@ in vec4 inColor;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uLightSpaceMatrix;
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out vec3 ioFragPosition;
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out vec3 ioFragNormal;
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out vec2 ioFragTexCoords;
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out vec4 ioFragColor;
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out vec4 ioFragPosLightSpace;
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void main() {
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mat4 model_view_matrix = uViewMatrix * uModelMatrix;
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@ -21,6 +23,7 @@ void main() {
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ioFragNormal = transpose(inverse(mat3(model_view_matrix))) * inNormal;
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ioFragTexCoords = inUV;
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ioFragColor = inColor;
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ioFragPosLightSpace = uLightSpaceMatrix * uModelMatrix * inCoord;
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gl_Position = uProjectionMatrix * model_view_matrix * inCoord;
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}
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@ -124,7 +124,6 @@ static void module_serialize (
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SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitLightBounds", gRenderer->mLight.mDebugDrawSplitLightBounds);
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SerializeVec4 (*serializer, "protot.RenderModule.mLight.mSplitBias", gRenderer->mLight.mSplitBias);
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SerializeVec4 (*serializer, "protot.RenderModule.mLight.mShadowSplits", gRenderer->mLight.mShadowSplits);
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}
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static void module_finalize(struct module_state *state) {
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@ -584,12 +583,6 @@ void Renderer::CheckRenderBuffers() {
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}
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}
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void Renderer::ResizeTargets(int width, int height) {
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mSSAOTarget.Resize(mSceneAreaWidth, mSceneAreaHeight, RenderTarget::EnableColor);
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mSSAOBlurTarget.Resize(mSceneAreaWidth, mSceneAreaHeight, RenderTarget::EnableColor);
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}
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void Renderer::RenderGl() {
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CheckRenderBuffers();
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@ -652,12 +645,21 @@ void Renderer::RenderGl() {
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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// Clear the SSAO Blur target
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if (!mIsSSAOEnabled) {
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mSSAOBlurTarget.Bind();
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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(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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}
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// enable the render target
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mForwardRenderingTarget.Bind();
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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gLog ("Cannot render: frame buffer invalid!");
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}
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GLenum draw_attachment_0[] = {GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, draw_attachment_0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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RenderProgram *program = &mDefaultProgram;
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@ -711,29 +713,54 @@ void Renderer::RenderGl() {
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gVertexArray.Bind();
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gXZPlaneGrid.Draw(GL_LINES);
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if (!mIsSSAOEnabled) {
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// Clear the SSAO Blur target
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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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gVertexArray.Bind();
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gScreenQuad.Draw(GL_TRIANGLES);
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}
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// Scene
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glUseProgram(program->mProgramId);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
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program->SetInt("uShadowMap", 0);
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if (!mUseDeferred) {
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// Shadow Map Cascades
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[0].mDepthTexture);
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glActiveTexture(GL_TEXTURE6);
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glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[1].mDepthTexture);
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[2].mDepthTexture);
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[3].mDepthTexture);
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GLint shadow_maps[cNumSplits];
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shadow_maps[0] = 5;
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shadow_maps[1] = 6;
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shadow_maps[2] = 7;
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shadow_maps[3] = 8;
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program->SetIntArray("uShadowMaps", cNumSplits, shadow_maps);
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Matrix44f light_matrices[cNumSplits];
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for (int i = 0; i < cNumSplits; ++i) {
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light_matrices[i] = mCamera.mViewMatrix.inverse()
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* mLight.mSplitLightFrustum[i];
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}
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program->SetFloat("uNear", mCamera.mNear);
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program->SetFloat("uFar", mCamera.mFar);
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program->SetVec4("uShadowSplits", mLight.mShadowSplits);
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program->SetVec4("uShadowSplitBias", mLight.mSplitBias);
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program->SetFloat("uShowCascadesAlpha", mLight.mShowCascadesAlpha);
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program->SetMat44Array("uViewToLightMatrix", cNumSplits, light_matrices);
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program->SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
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}
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RenderScene(*program, mCamera);
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if (mSettings->RenderMode == SceneRenderModeDepth) {
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mForwardRenderingTarget.RenderToLinearizedDepth(mCamera.mNear, mCamera.mFar, mCamera.mIsOrthographic);
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}
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if (mUseDeferred && mIsSSAOEnabled) {
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if (mIsSSAOEnabled) {
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mSSAOTarget.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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@ -774,6 +801,7 @@ void Renderer::RenderGl() {
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mSSAOBlurTarget.Bind();
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glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
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glDrawBuffers(1, draw_attachment_0);
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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@ -830,14 +858,14 @@ void Renderer::RenderGl() {
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_2D, mLight.mSplitTarget[3].mDepthTexture);
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GLint shadow_maps[4];
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GLint shadow_maps[cNumSplits];
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shadow_maps[0] = 5;
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shadow_maps[1] = 6;
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shadow_maps[2] = 7;
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shadow_maps[3] = 8;
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mDeferredLighting.SetIntArray("uShadowMap", cNumSplits, shadow_maps);
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Matrix44f light_matrices[3];
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Matrix44f light_matrices[cNumSplits];
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for (int i = 0; i < cNumSplits; ++i) {
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light_matrices[i] = mCamera.mViewMatrix.inverse()
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@ -860,6 +888,7 @@ void Renderer::RenderGl() {
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mDeferredLighting.SetVec3("uLightDirection", light_direction.normalized());
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mDeferredLighting.SetFloat("uShadowBias", mLight.mShadowBias);
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glDisable(GL_DEPTH_TEST);
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gVertexArray.Bind();
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gScreenQuad.Draw(GL_TRIANGLES);
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}
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@ -945,12 +974,6 @@ void Renderer::SubmitRenderCommands (RenderProgram &program, const Camera &camer
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program.SetVec3("uLightDirection", mLight.mDirection);
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program.SetVec3("uViewPosition", camera.mEye);
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program.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
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program.SetInt("uShadowMap", 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mDefaultTexture.mTextureId);
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program.SetInt("uAlbedoTexture", 1);
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