Working on shadow maps
parent
ef4479ba71
commit
cb13324846
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@ -1090,7 +1090,13 @@ struct DockContext
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}
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Dock* getDockByIndex(int idx) { return idx < 0 ? nullptr : m_docks[(int)idx]; }
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Dock* getDockByIndex(int idx) {
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if (idx >= 0 && idx >= m_docks.size()) {
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fprintf(stderr, "Error loading docks: trying to get dock with id %d but only have %d docks", idx, m_docks.size());
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IM_ASSERT(idx < m_docks.size());
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}
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return idx < 0 ? nullptr : m_docks[(int)idx];
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}
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void load()
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@ -3,23 +3,44 @@
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uniform vec4 uColor;
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uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
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uniform sampler2D uAlbedoTexture;
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uniform sampler2D uShadowMap;
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smooth in vec4 ioFragColor;
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in vec3 ioNormal;
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in vec3 ioFragPosition;
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in vec3 ioFragNormal;
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in vec2 ioFragTexCoords;
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smooth in vec4 ioFragColor;
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in vec4 ioFragPosLightSpace;
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out vec4 outColor;
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float ShadowCalculation(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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float closest_depth = texture(uShadowMap, projected_coordinates.xy).r;
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// float closest_depth = texture(uAlbedoTexture, projected_coordinates.xy).r;
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float current_depth = projected_coordinates.z;
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// return current_depth;
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return closest_depth;
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// float bias = 0.005;
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// return current_depth - bias > closest_depth ? 1.0 : 0.0;
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// return current_depth;
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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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// ambient lighting
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float ambient_strength = 0.1;
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vec4 ambient = ambient_strength * ioFragColor;
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vec4 ambient = ambient_strength * albedo_color;
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// diffuse lighting
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vec3 normal_dir = normalize(ioNormal);
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vec3 normal_dir = normalize(ioFragNormal);
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vec3 light_dir = normalize(uLightDirection);
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float diff = max(dot(normal_dir, light_dir), 0.0);
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vec4 diffuse = diff * ioFragColor;
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vec4 diffuse = diff * albedo_color;
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// specular lighting
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vec3 view_dir = normalize(uViewPosition - ioFragPosition);
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@ -28,5 +49,19 @@ void main() {
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float spec = pow(max(dot(normal_dir, halfway_dir), 0.0), 32);
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vec4 specular = spec * vec4(0.5);
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outColor = ambient + diffuse + specular;
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// shadow
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float shadow = ShadowCalculation(ioFragPosLightSpace);
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outColor = ambient + (1.0 - shadow) * (diffuse + specular);
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//
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//
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// vec3 projected_coordinates = ioFragPosLightSpace.xyz / ioFragPosLightSpace.w;
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// projected_coordinates = projected_coordinates * 0.5 + 0.5;
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// float shadow_map_value = texture(uShadowMap, projected_coordinates.xy).r;
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// outColor = shadow_map_value * vec4(1.0, 1.0, 1.0, 1.0);
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//
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// outColor = vec4(vec3(1.0f - shadow_map_value), 1.0);
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// outColor = (shadow) * vec4(1.0, 1.0, 1.0, 1.0);
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// outColor = ioFragPosLightSpace / ioFragPosLightSpace.w;
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// outColor = ambient + diffuse + specular;
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}
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@ -1,4 +1,4 @@
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#version 330 core
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#version 150 core
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in vec2 ioUV;
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@ -1,32 +1,13 @@
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#version 150 core
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uniform vec4 uColor;
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uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
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smooth in vec4 ioFragColor;
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in vec3 ioNormal;
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in vec3 ioFragPosition;
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out vec4 outColor;
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void main() {
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// ambient lighting
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float ambient_strength = 0.1;
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vec4 ambient = ambient_strength * ioFragColor;
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gl_FragDepth = gl_FragCoord.z;
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// diffuse lighting
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vec3 normal_dir = normalize(ioNormal);
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vec3 light_dir = normalize(uLightDirection);
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float diff = max(dot(normal_dir, light_dir), 0.0);
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vec4 diffuse = diff * ioFragColor;
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// specular lighting
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vec3 view_dir = normalize(uViewPosition - 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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vec4 specular = spec * vec4(0.5);
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outColor = ambient + diffuse + specular;
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outColor = ioFragColor;
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}
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@ -1,18 +1,11 @@
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#version 330 core
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#version 150 core
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in vec2 ioUV;
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out vec3 outColor;
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out vec4 outColor;
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uniform sampler2D uTexture;
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uniform float uTime;
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void main() {
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outColor = texture(uTexture,
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ioUV
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+ 0.01 * vec2(
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sin(uTime + 1024.0 * ioUV.x),
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cos(uTime + 768.0 * ioUV.y)
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)
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).xyz;
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outColor = texture(uTexture, ioUV);
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}
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@ -9,17 +9,23 @@ 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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uniform mat3 uNormalMatrix;
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uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
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smooth out vec4 ioFragColor;
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out vec3 ioNormal;
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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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smooth out vec4 ioFragColor;
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out vec4 ioFragPosLightSpace;
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void main() {
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
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ioFragColor = inColor;
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ioNormal = uNormalMatrix * inNormal;
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ioFragPosition = (uModelMatrix * inCoord).xyz;
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ioFragNormal = uNormalMatrix * inNormal;
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ioFragTexCoords = inUV;
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ioFragColor = inColor;
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ioFragPosLightSpace = uLightSpaceMatrix * vec4(ioFragPosition, 1.0);
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
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}
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@ -1,13 +1,11 @@
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#version 330 core
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#version 150 core
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in vec3 inVertex;
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uniform mat4 uModelViewProj;
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uniform float uTime;
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in vec4 inCoord;
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in vec2 inUV;
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out vec2 ioUV;
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void main() {
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gl_Position = uModelViewProj * vec4(inVertex, 1);
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ioUV = (inVertex.xy + vec2(1,1)) / 2.0;
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ioUV = inUV;
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gl_Position = inCoord;
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}
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@ -1,25 +1,14 @@
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#version 150 core
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#extension GL_ARB_explicit_attrib_location : require
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in vec4 inCoord;
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in vec3 inNormal;
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in vec2 inUV;
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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 mat3 uNormalMatrix;
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uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
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uniform mat4 uLightSpaceMatrix;
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smooth out vec4 ioFragColor;
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out vec3 ioNormal;
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out vec3 ioFragPosition;
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void main() {
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
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gl_Position = uLightSpaceMatrix * uModelMatrix * inCoord;
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ioFragColor = inColor;
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ioNormal = uNormalMatrix * inNormal;
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ioFragPosition = (uModelMatrix * inCoord).xyz;
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}
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@ -53,8 +53,10 @@ static const GLfloat g_coordinate_system_vertex_buffer_data[] = {
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VertexArray gVertexArray;
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VertexArrayMesh gCoordinateFrameMesh;
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VertexArrayMesh gXZPlaneGrid;
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VertexArrayMesh gXZPlaneMesh;
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VertexArrayMesh gUnitCubeMesh;
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VertexArrayMesh gScreenQuad;
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//
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// Module
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@ -141,6 +143,7 @@ static bool module_step(struct module_state *state, float dt) {
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assert (gWindow != nullptr);
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state->renderer->RenderGui();
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state->renderer->RenderGl();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return true;
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}
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@ -175,13 +178,13 @@ void Light::Initialize() {
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void Light::UpdateMatrices() {
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mCamera.mIsOrthographic = true;
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mCamera.mWidth = mShadowMapSize;
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mCamera.mHeight = mShadowMapSize;
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mCamera.mWidth = 20.0f;
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mCamera.mHeight = 20.0f;
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mCamera.mNear = mNear;
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mCamera.mFar = mFar;
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mCamera.mEye = mDirection * mBBoxSize * 0.5;
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mCamera.mPoi = mCamera.mEye - mDirection;
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mCamera.mEye = Vector3f (10.0f, 10.0f, 10.0f);
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mCamera.mPoi = Vector3f (0.0f, 0.0f, 0.0f);
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mCamera.UpdateMatrices();
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@ -210,9 +213,9 @@ void Renderer::Initialize(int width, int height) {
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gCoordinateFrameMesh.SetData(vertex_data, 6);
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// Plane
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// Plane Grid
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const int plane_grid_size = 20;
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gXZPlaneMesh.Initialize(gVertexArray, (plane_grid_size + 1) * 4);
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gXZPlaneGrid.Initialize(gVertexArray, (plane_grid_size + 1) * 4);
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std::vector<VertexArray::VertexData> plane_data((plane_grid_size + 1) * 4);
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for (int i = 0, n = plane_grid_size + 1; i < n; ++i) {
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-1.0f * i, plane_grid_size * 0.5f,
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255, 255, 255, 255);
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}
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gXZPlaneMesh.SetData(plane_data.data(), plane_data.size());
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gXZPlaneGrid.SetData(plane_data.data(), plane_data.size());
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// Plane Mesh
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gXZPlaneMesh.Initialize(gVertexArray, 4);
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VertexArray::VertexData plane_mesh_vertex_data[] = {
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{-10.0f, 0.0f, -10.0f, 1.0f, 0.0f, 1.0f, 0.0f, -10.0f, -10.0f, 255, 255, 255, 255},
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{-10.0f, 0.0f, 10.0f, 1.0f, 0.0f, 1.0f, 0.0f, -10.0f, 10.0f, 255, 255, 255, 255},
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{ 10.0f, 0.0f, 10.0f, 1.0f, 0.0f, 1.0f, 0.0f, 10.0f, 10.0f, 255, 255, 255, 255},
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{ 10.0f, 0.0f, -10.0f, 1.0f, 0.0f, 1.0f, 0.0f, 10.0f, -10.0f, 255, 255, 255, 255}
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};
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gXZPlaneMesh.SetData(plane_mesh_vertex_data, 4);
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GLuint xz_plane_index_data[] = {
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0, 1, 2,
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2, 3, 0
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};
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gXZPlaneMesh.SetIndexData(xz_plane_index_data, 6);
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// Unit Cube
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gUnitCubeMesh.Initialize(gVertexArray, 4 * 6);
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};
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gUnitCubeMesh.SetIndexData(unit_cube_index_data, 36);
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// Screen Quad
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gScreenQuad.Initialize(gVertexArray, 4);
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VertexArray::VertexData screen_quad_data[] = {
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{-1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255},
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{ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 255, 255, 255, 255},
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{ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 255, 255, 255, 255},
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{-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 255, 255, 255, 255}
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};
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gScreenQuad.SetData(screen_quad_data, 4);
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GLuint screen_quad_indices[] = {
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0, 1, 2,
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2, 3, 0
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};
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gScreenQuad.SetIndexData(screen_quad_indices, 6);
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// Simple Shader
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mSimpleProgram = RenderProgram("data/shaders/vs_simple.glsl", "data/shaders/fs_simple.glsl");
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bool load_result = mSimpleProgram.Load();
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load_result = mRenderQuadProgramColor.Load();
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mRenderQuadProgramColor.RegisterFileModification();
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assert(load_result);
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muRenderQuadModelViewProj = mRenderQuadProgramColor.GetUniformLocation("uModelViewProj");
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muRenderQuadTexture = mRenderQuadProgramColor.GetUniformLocation("uTexture");
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muRenderQuadTime = mRenderQuadProgramColor.GetUniformLocation("uTime");
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// Program for depth texture rendering
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mRenderQuadProgramDepth = RenderProgram("data/shaders/vs_passthrough.glsl", "data/shaders/fs_depthbuffer.glsl");
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load_result = mRenderQuadProgramDepth.Load();
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mRenderQuadProgramDepth.RegisterFileModification();
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assert(load_result);
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muRenderQuadDepthModelViewProj = mRenderQuadProgramDepth.GetUniformLocation( "uModelViewProj");
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muRenderQuadDepthNear = mRenderQuadProgramDepth.GetUniformLocation("uNear");
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muRenderQuadDepthFar = mRenderQuadProgramDepth.GetUniformLocation("uFar");
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// Render Target
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gLog("Initializing main render target size: %d,%d", width, height);
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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// Render Target Quad
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glGenVertexArrays(1, &mRenderQuadVertexArrayId);
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glBindVertexArray(mRenderQuadVertexArrayId);
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glGenBuffers(1, &mRenderQuadVertexBufferId);
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glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
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mRenderTarget.mQuadVertexArray = mRenderQuadVertexArrayId;
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mRenderTarget.mQuadVertexBuffer = mRenderQuadVertexBufferId;
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mRenderTarget.mVertexArray = &gVertexArray;
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mRenderTarget.mQuadMesh = &gScreenQuad;
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mRenderTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
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mRenderTarget.mLinearizeDepthProgram.RegisterFileModification();
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// Light
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mLight.Initialize();
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mLight.mShadowMapTarget.mQuadVertexArray = mRenderQuadVertexArrayId;
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mLight.mShadowMapTarget.mQuadVertexBuffer = mRenderQuadVertexBufferId;
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mLight.mShadowMapTarget.mVertexArray = &gVertexArray;
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mLight.mShadowMapTarget.mQuadMesh = &gScreenQuad;
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mLight.mShadowMapTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
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mLight.mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification();
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}
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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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mLight.UpdateMatrices();
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(mLight.mShadowMapProgram.mProgramId);
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if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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}
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RenderScene(mLight.mShadowMapProgram, mLight.mCamera);
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mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, mLight.mCamera.mIsOrthographic);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -404,7 +424,7 @@ void Renderer::RenderGl() {
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// clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(mSimpleProgram.mProgramId);
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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@ -412,7 +432,7 @@ void Renderer::RenderGl() {
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// Coordinate System: VertexArrayMesh
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model_view_projection =
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TranslateMat44(0.0f, 0.0f, 0.0f)
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TranslateMat44(0.0f, 0.002f, 0.0f)
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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@ -422,27 +442,28 @@ void Renderer::RenderGl() {
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// Plane
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model_view_projection =
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TranslateMat44(0.0f, 0.0f, 0.0f)
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TranslateMat44(0.0f, 0.001f, 0.0f)
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 0.0f, 1.0f));
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gVertexArray.Bind();
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gXZPlaneMesh.Draw(GL_LINES);
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gXZPlaneGrid.Draw(GL_LINES);
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// Scene
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glUseProgram(mDefaultProgram.mProgramId);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
if (mDefaultProgram.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
|
||||
gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
|
||||
}
|
||||
|
||||
|
||||
RenderScene(mDefaultProgram, mCamera);
|
||||
|
||||
if (mSettings->DrawDepth) {
|
||||
mRenderTarget.RenderToLinearizedDepth(mCamera.mNear, mCamera.mFar, mCamera.mIsOrthographic);
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
|
||||
|
@ -452,16 +473,34 @@ void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
|
|||
Matrix33f normal_matrix = model_matrix.block<3,3>(0,0).transpose();
|
||||
normal_matrix = normal_matrix.inverse();
|
||||
|
||||
program.SetMat44("uModelMatrix", model_matrix);
|
||||
if (program.SetMat44("uModelMatrix", model_matrix) == -1) {
|
||||
gLog ("Warning: could not find uModelMatrix");
|
||||
}
|
||||
program.SetMat44("uViewMatrix", camera.mViewMatrix);
|
||||
program.SetMat44("uProjectionMatrix", camera.mProjectionMatrix);
|
||||
program.SetMat33("uNormalMatrix", normal_matrix);
|
||||
|
||||
program.SetVec4("uColor", Vector4f (1.0f, 0.0f, 0.0f, 1.0f));
|
||||
program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
|
||||
program.SetVec3("uLightDirection", mLight.mDirection);
|
||||
program.SetVec3("uViewPosition", camera.mEye);
|
||||
|
||||
program.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
|
||||
program.SetInt("uShadowMap", 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, mDefaultTexture.mTextureId);
|
||||
program.SetInt("uAlbedoTexture", 1);
|
||||
|
||||
gVertexArray.Bind();
|
||||
program.SetMat44("uModelMatrix", TranslateMat44(3.0, 2.0, 0.0));
|
||||
gUnitCubeMesh.Draw(GL_TRIANGLES);
|
||||
|
||||
program.SetMat44("uModelMatrix", Matrix44f::Identity());
|
||||
program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
|
||||
gXZPlaneMesh.Draw(GL_TRIANGLES);
|
||||
}
|
||||
|
||||
void Renderer::RenderGui() {
|
||||
|
@ -494,7 +533,7 @@ void Renderer::RenderGui() {
|
|||
ImGui::SliderFloat3("Direction", mLight.mDirection.data(), -10.0f, 10.0f);
|
||||
ImVec2 content_avail = ImGui::GetContentRegionAvail();
|
||||
|
||||
ImGui::SliderFloat("Light Near", &mLight.mNear, -10.0f, 10.0f);
|
||||
ImGui::SliderFloat("Light Near", &mLight.mNear, -10.0f, 50.0f);
|
||||
ImGui::SliderFloat("Light Far", &mLight.mFar, -10.0f, 50.0f);
|
||||
ImGui::Checkbox("Draw Light Depth", &mSettings->DrawLightDepth);
|
||||
void* texture;
|
||||
|
|
|
@ -65,27 +65,13 @@ struct Renderer {
|
|||
Texture mDefaultTexture;
|
||||
|
||||
RenderProgram mSimpleProgram;
|
||||
|
||||
RenderProgram mDefaultProgram;
|
||||
GLuint muDefaultModelViewProjection;
|
||||
GLuint muDefaultColor;
|
||||
RenderProgram mRenderQuadProgramColor;
|
||||
RenderProgram mRenderQuadProgramDepth;
|
||||
|
||||
RenderTarget mRenderTarget;
|
||||
GLTextureRef mRenderTextureRef = { (int)0xbadface };
|
||||
|
||||
GLuint mRenderQuadVertexArrayId;
|
||||
GLuint mRenderQuadVertexBufferId;
|
||||
|
||||
RenderProgram mRenderQuadProgramColor;
|
||||
GLuint muRenderQuadModelViewProj;
|
||||
GLuint muRenderQuadTexture;
|
||||
GLuint muRenderQuadTime;
|
||||
|
||||
RenderProgram mRenderQuadProgramDepth;
|
||||
GLuint muRenderQuadDepthModelViewProj;
|
||||
GLuint muRenderQuadDepthNear;
|
||||
GLuint muRenderQuadDepthFar;
|
||||
|
||||
Renderer() :
|
||||
mInitialized(false),
|
||||
mWidth (0),
|
||||
|
|
|
@ -29,6 +29,9 @@ void Camera::UpdateMatrices() {
|
|||
float width = mWidth * 0.5f * (mFar - mNear * 0.5f) * 0.001f;
|
||||
float height = width * mHeight / mWidth;
|
||||
|
||||
// width = mWidth;
|
||||
// height = mHeight;
|
||||
|
||||
mProjectionMatrix = Ortho(-width * 0.5f, width * 0.5f, -height * 0.5f, height * 0.5f, mNear, mFar);
|
||||
} else {
|
||||
mProjectionMatrix = Perspective(mFov, mWidth / mHeight, mNear, mFar);
|
||||
|
@ -355,6 +358,8 @@ void RenderTarget::Resize(int width, int height) {
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture, 0);
|
||||
|
||||
|
@ -397,8 +402,8 @@ void RenderTarget::Resize(int width, int height) {
|
|||
void RenderTarget::RenderToLinearizedDepth(const float& near, const float& far, bool is_orthographic) {
|
||||
assert(mFlags & EnableLinearizedDepthTexture);
|
||||
assert(mLinearizedDepthTexture != -1);
|
||||
assert(mQuadVertexArray != -1);
|
||||
assert(mQuadVertexBuffer != -1);
|
||||
assert(mVertexArray != nullptr);
|
||||
assert(mQuadMesh != nullptr);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
|
||||
GLenum draw_attachment_1[] = { GL_COLOR_ATTACHMENT1 };
|
||||
|
@ -420,24 +425,14 @@ void RenderTarget::RenderToLinearizedDepth(const float& near, const float& far,
|
|||
mLinearizeDepthProgram.SetFloat("uIsOrthographic", is_orthographic ? 1.0f : 0.0f);
|
||||
mLinearizeDepthProgram.SetInt("uDepthTexture", 0);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mQuadVertexBuffer);
|
||||
glVertexAttribPointer(
|
||||
0, // attribute 0
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // offset
|
||||
);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6); // starting from vertex 0; 3 vertices total
|
||||
mVertexArray->Bind();
|
||||
mQuadMesh->Draw(GL_TRIANGLES);
|
||||
|
||||
if (mFlags & EnableColor) {
|
||||
GLenum draw_attachment_0[] = { GL_COLOR_ATTACHMENT1 };
|
||||
glDrawBuffers(1, draw_attachment_0);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -9,6 +9,10 @@
|
|||
|
||||
#include <vector>
|
||||
|
||||
// Forward declarations
|
||||
struct VertexArray;
|
||||
struct VertexArrayMesh;
|
||||
|
||||
struct Transform {
|
||||
Quaternion rotation = Quaternion (0.0f, 0.0f, 0.0f, 1.0f);
|
||||
Vector3f translation = Vector3f (0.0f, 0.0f, 0.0f);
|
||||
|
@ -197,33 +201,40 @@ struct RenderProgram : AFileModificationListener {
|
|||
GLuint CompileFragmentShader();
|
||||
GLuint LinkProgram(GLuint vertex_shader, GLuint fragment_shader);
|
||||
|
||||
void SetInt(const char* name, const GLint& val) {
|
||||
GLint SetInt(const char* name, const GLint& val) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform1i(location, val);
|
||||
return location;
|
||||
}
|
||||
void SetFloat(const char* name, const float& val) {
|
||||
GLint SetFloat(const char* name, const float& val) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform1f(location, val);
|
||||
return location;
|
||||
}
|
||||
void SetVec3(const char* name, const Vector3f& vec) {
|
||||
GLint SetVec3(const char* name, const Vector3f& vec) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform3fv(location, 1, vec.data());
|
||||
return location;
|
||||
}
|
||||
void SetVec4(const char* name, const Vector3f& vec, float w = 1.0f) {
|
||||
GLint SetVec4(const char* name, const Vector3f& vec, float w = 1.0f) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform4f(location, vec[0], vec[1], vec[2], w);
|
||||
return location;
|
||||
}
|
||||
void SetVec4(const char* name, const Vector4f& vec) {
|
||||
GLint SetVec4(const char* name, const Vector4f& vec) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform4fv(location, 1, vec.data());
|
||||
return location;
|
||||
}
|
||||
void SetMat44 (const char* name, const Matrix44f& mat) {
|
||||
GLint SetMat44 (const char* name, const Matrix44f& mat) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, mat.data());
|
||||
return location;
|
||||
}
|
||||
void SetMat33 (const char* name, const Matrix33f& mat) {
|
||||
GLint SetMat33 (const char* name, const Matrix33f& mat) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniformMatrix3fv(location, 1, GL_FALSE, mat.data());
|
||||
return location;
|
||||
}
|
||||
|
||||
void RegisterFileModification();
|
||||
|
@ -252,8 +263,8 @@ struct RenderTarget {
|
|||
int mFlags = 0;
|
||||
|
||||
RenderProgram mLinearizeDepthProgram;
|
||||
GLuint mQuadVertexArray = -1;
|
||||
GLuint mQuadVertexBuffer = -1;
|
||||
VertexArray* mVertexArray = nullptr;
|
||||
VertexArrayMesh* mQuadMesh = nullptr;
|
||||
|
||||
RenderTarget() {};
|
||||
~RenderTarget();
|
||||
|
@ -276,8 +287,6 @@ struct Texture {
|
|||
bool Load(const char* path, int num_components = 3);
|
||||
};
|
||||
|
||||
struct VertexArrayMesh;
|
||||
|
||||
/**
|
||||
* Multiple VertexArrayMeshes can be stored in a single VertexArray.
|
||||
* Storage order is:
|
||||
|
|
Loading…
Reference in New Issue