Rendering of cascaded shadow maps works
parent
b0808864b5
commit
e76f5f1976
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@ -6,11 +6,11 @@ in vec2 inUV;
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in vec4 inColor;
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uniform mat4 uModelMatrix;
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uniform mat4 uLightSpaceMatrix;
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uniform mat4 uViewProjectionMatrix;
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out vec4 ioFragColor;
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void main() {
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gl_Position = uLightSpaceMatrix * uModelMatrix * inCoord;
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gl_Position = uViewProjectionMatrix * uModelMatrix * inCoord;
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ioFragColor = inColor;
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}
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@ -125,13 +125,15 @@ static void module_serialize (
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SerializeFloat(*serializer, "protot.RenderModule.DebugCamera.mNear", gRenderer->mDebugCamera.mNear);
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SerializeFloat(*serializer, "protot.RenderModule.DebugCamera.mFar", gRenderer->mDebugCamera.mFar);
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SerializeVec3(*serializer, "protot.RenderModule.mLight.mPosition", gRenderer->mLight.mPosition);
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SerializeVec3(*serializer, "protot.RenderModule.mLight.mDirection", gRenderer->mLight.mDirection);
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SerializeFloat(*serializer, "protot.RenderModule.mLight.mBBoxSize", gRenderer->mLight.mBBoxSize);
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SerializeFloat(*serializer, "protot.RenderModule.mLight.mNear", gRenderer->mLight.mNear);
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SerializeFloat(*serializer, "protot.RenderModule.mLight.mFar", gRenderer->mLight.mFar);
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SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitViewBounds", gRenderer->mLight.mDebugDrawSplitViewBounds);
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SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitWorldBounds", gRenderer->mLight.mDebugDrawSplitWorldBounds);
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SerializeBool(*serializer, "protot.RenderModule.mLight.mDebugDrawSplitLightBounds", gRenderer->mLight.mDebugDrawSplitLightBounds);
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}
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static void module_finalize(struct module_state *state) {
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@ -239,14 +241,24 @@ void Light::DrawGui() {
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ImGui::SliderFloat("Shadow Bias", &mShadowBias, 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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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);
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ImGui::RadioButton("Split 2", &sRendererSettings.ActiveShadowMapSplit, 2); ImGui::SameLine();
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ImGui::RadioButton("Default", &sRendererSettings.ActiveShadowMapSplit, 3);
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RenderTarget* shadow_split_target = &mSplits[sRendererSettings.ActiveShadowMapSplit].mShadowMapTarget;
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// shadow_split_target = &mShadowMapTarget;
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RenderTarget* shadow_split_target = nullptr;
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if (sRendererSettings.ActiveShadowMapSplit == 3) {
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shadow_split_target = &mShadowMapTarget;
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} else {
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shadow_split_target = &mSplits[sRendererSettings.ActiveShadowMapSplit].mShadowMapTarget;
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}
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void* texture;
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if (sRendererSettings.DrawLightDepth) {
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@ -255,8 +267,6 @@ void Light::DrawGui() {
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texture = (void*) shadow_split_target->mColorTexture;
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}
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gLog ("Split index %d, Pointing at %d", sRendererSettings.ActiveShadowMapSplit, texture);
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image(texture,
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@ -278,6 +288,8 @@ void Light::UpdateSplits(const Camera& camera) {
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float tan_half_hfov = tanf(0.5f * camera.mFov * M_PI / 180.0f);
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float tan_half_vfov = tanf(0.5f * aspect * camera.mFov * M_PI / 180.0f);
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Vector3f direction = mDirection.normalize();
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Matrix44f look_at = camera.mViewMatrix;
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Matrix44f look_at_inv = look_at.inverse();
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Matrix44f light_matrix = LookAt (mPosition, mPosition + mDirection, Vector3f (0.f, 1.0f, 0.0f));
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@ -342,17 +354,16 @@ void Light::UpdateSplits(const Camera& camera) {
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split.mCamera.mIsOrthographic = true;
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split.mCamera.mViewMatrix = light_matrix;
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split.mCamera.mEye = center;
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// TODO: values for near and far planes are off
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split.mCamera.mProjectionMatrix = Ortho (
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bbox_light.mMin[0], bbox_light.mMax[0],
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bbox_light.mMin[1], bbox_light.mMax[1],
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// mLight.mNear, bbox_light.mMax[2]
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// mLight.mNear, bbox_light.mMax[2]
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mNear, mFar
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// bbox_light.mMin[2], mLight.mFar
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// bbox_light.mMin[2], bbox_light.mMax[2]
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) ;
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);
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split.mFrustum =
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split.mCamera.mViewMatrix
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@ -530,9 +541,10 @@ void Renderer::Initialize(int width, int height) {
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8, 9, 9, 10, 10, 11, 11, 8,
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12, 13, 13, 14, 14, 15, 15, 12,
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16, 17, 17, 18, 18, 19, 19, 16,
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20, 21, 21, 22, 22, 23, 23, 20
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20, 21, 21, 22, 22, 23, 23, 20,
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12, 14, 13, 15
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};
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gUnitCubeLines.SetIndexData(unit_cube_lines_index_data, 8 * 6);
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gUnitCubeLines.SetIndexData(unit_cube_lines_index_data, 8 * 6 + 4);
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// Screen Quad
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gScreenQuad.Initialize(gVertexArray, 4);
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@ -711,61 +723,51 @@ void Renderer::RenderGl() {
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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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mLight.UpdateMatrices();
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mLight.UpdateSplits(mDebugCamera);
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// Cascaded Shadow Maps
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for (int i = 0; i < cNumSplits; i++) {
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ShadowSplitInfo &split = mLight.mSplits[i];
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split.mShadowMapTarget.Bind();
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gLog ("Rendering shadow map to %d", split.mShadowMapTarget.mColorTexture);
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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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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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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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// gLog ("Split %d Matrix:\n %3.3f, %3.3f, %3.3f, %3.3f\n %3.3f, %3.3f, %3.3f, %3.3f\n %3.3f, %3.3f, %3.3f, %3.3f\n %3.3f, %3.3f, %3.3f, %3.3f\n",
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// i,
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// split.mFrustum(0,0), split.mFrustum(0,1), split.mFrustum(0,2), split.mFrustum(0,3),
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// split.mFrustum(1,0), split.mFrustum(1,1), split.mFrustum(1,2), split.mFrustum(1,3),
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// split.mFrustum(2,0), split.mFrustum(2,1), split.mFrustum(2,2), split.mFrustum(2,3),
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// split.mFrustum(3,0), split.mFrustum(3,1), split.mFrustum(3,2), split.mFrustum(3,3));
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if (mLight.mShadowMapProgram.SetMat44("uLightSpaceMatrix", split.mFrustum) == -1) {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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if (mLight.mShadowMapProgram.SetMat44("uViewProjectionMatrix", split.mFrustum) == -1) {
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gLog ("Warning: Uniform %s not found!", "uViewProjectionMatrix");
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}
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RenderScene(mLight.mShadowMapProgram, split.mCamera);
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split.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// // Shadow Map
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// Shadow Map
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mLight.mShadowMapTarget.Bind();
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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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mLight.UpdateMatrices();
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mLight.mShadowMapTarget.Bind();
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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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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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// TODO: use mLight.mSplits to render shadow splits
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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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if (mLight.mShadowMapProgram.SetMat44("uViewProjectionMatrix", mLight.mLightSpaceMatrix) == -1) {
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gLog ("Warning: Uniform %s not found!", "uViewProjectionMatrix");
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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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// glCullFace(GL_BACK);
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// Regular rendering
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_CULL_FACE);
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mLight.mShadowMapTarget.RenderToLinearizedDepth(mLight.mCamera.mNear, mLight.mCamera.mFar, true);
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glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
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mCamera.UpdateMatrices();
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
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Matrix44f model_view_projection =
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model_matrix
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@ -788,7 +790,7 @@ void Renderer::RenderGl() {
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glDrawBuffers(3, buffers);
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glClear(GL_COLOR_BUFFER_BIT);
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} else {
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if (program->SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix) == -1) {
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if (program->SetMat44("uViewProjectionMatrix", mLight.mLightSpaceMatrix) == -1) {
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gLog ("Warning: Uniform %s not found!", "uLightSpaceMatrix");
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}
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0};
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@ -960,19 +962,13 @@ void Renderer::DebugDrawShadowCascades() {
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gVertexArray.Bind();
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glUseProgram(mSimpleProgram.mProgramId);
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Matrix44f view_frustum =
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mDebugCamera.mViewMatrix
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* mDebugCamera.mProjectionMatrix;
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mDebugCamera.UpdateMatrices();
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for (int i = 0; i < cNumSplits; ++i) {
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const ShadowSplitInfo& split = mLight.mSplits[i];
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const BBox& bbox_light = split.mBoundsLight;
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const BBox& bbox_world = split.mBoundsWorld;
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// Draw view split frustum
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{
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if (mLight.mDebugDrawSplitViewBounds) {
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Matrix44f model_view_projection =
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split.mViewFrustum.inverse()
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* mCamera.mViewMatrix
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@ -985,7 +981,7 @@ void Renderer::DebugDrawShadowCascades() {
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// Draw bounding boxes in world space
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{
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if (mLight.mDebugDrawSplitWorldBounds) {
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Vector3f dimensions = (bbox_world.mMax - bbox_world.mMin) * 0.5f;
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Vector3f center = bbox_world.mMin + dimensions;
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@ -1001,7 +997,7 @@ void Renderer::DebugDrawShadowCascades() {
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}
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// Draw bounding boxes in light space
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{
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if (mLight.mDebugDrawSplitLightBounds) {
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Matrix44f model_view_projection =
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mLight.mSplits[i].mFrustum.inverse()
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* mCamera.mViewMatrix
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@ -1011,8 +1007,21 @@ void Renderer::DebugDrawShadowCascades() {
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mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 0.0f, 1.0f, 1.0f));
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gUnitCubeLines.Draw(GL_LINES);
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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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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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@ -40,6 +40,10 @@ struct Light {
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float mBBoxSize;
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float mShadowBias = 0.003;
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bool mDebugDrawSplitViewBounds = true;
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bool mDebugDrawSplitWorldBounds = true;
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bool mDebugDrawSplitLightBounds = true;
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Matrix44f mLightSpaceMatrix;
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Vector4f mShadowSplits = Vector4f (0.0, 0.1, 0.4, 1.0);
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