Implemented Cascaded Shadow Maps
parent
e76f5f1976
commit
e9ba7f77cc
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@ -1,30 +1,38 @@
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#version 150 core
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uniform sampler2D uColor;
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uniform sampler2D uNormal;
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uniform sampler2D uPosition;
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uniform sampler2D uDepth;
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uniform sampler2D uNormal;
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uniform sampler2D uColor;
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uniform sampler2D uAmbientOcclusion;
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const int NUM_SPLITS = 3;
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#define USE_SAMPLER2D_SHADOW 1
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#ifdef USE_SAMPLER2D_SHADOW
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uniform sampler2DShadow uShadowMap;
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uniform sampler2DShadow uShadowMap[NUM_SPLITS];
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#else
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uniform sampler2D uShadowMap;
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uniform sampler2D uShadowMaps[NUM_SPLITS];
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#endif
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uniform sampler2D uPosition;
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uniform mat4 uViewToLightMatrix[NUM_SPLITS];
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uniform float uNear;
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uniform float uFar;
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uniform vec4 uShadowSplits;
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uniform vec3 uLightDirection;
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uniform mat4 uLightSpaceMatrix;
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uniform mat4 uViewToLightSpaceMatrix;
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uniform float uShadowBias;
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in vec2 ioFragTexCoords;
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out vec3 outColor;
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float ShadowCalculationPCF(vec4 frag_pos_light_space, vec3 frag_normal_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) {
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#else
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float ShadowCalculationPCF(sampler2D shadow_map, vec4 frag_pos_light_space, vec3 frag_normal_light_space) {
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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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@ -38,14 +46,14 @@ float ShadowCalculationPCF(vec4 frag_pos_light_space, vec3 frag_normal_light_spa
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bias = max(0.001 * (1.0 - dot(frag_normal_light_space, uLightDirection)), uShadowBias);
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float shadow = 0.0;
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vec2 texel_size = 1.0 / textureSize(uShadowMap, 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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vec2 coordinate = projected_coordinates.xy + vec2(x, y) * texel_size;
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float pcf_depth = texture(uShadowMap, vec3(coordinate, current_depth - bias));
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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 pcf_depth = texture(uShadowMap, projected_coordinates.xy).r;
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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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@ -56,28 +64,10 @@ float ShadowCalculationPCF(vec4 frag_pos_light_space, vec3 frag_normal_light_spa
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return shadow;
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}
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float ShadowCalculation(vec4 frag_pos_light_space, vec3 frag_normal_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 current_depth = projected_coordinates.z;
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float bias = 0.01;
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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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#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(frag_normal_light_space, uLightDirection)), 0.003);
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#endif
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return current_depth - bias > closest_depth ? 1.0 : 0.0;
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}
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vec3 get_cascade_color (float depth) {
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if (depth < 0.97) {
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if (depth < uShadowSplits[1]) {
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return vec3 (1.0, 0.0, 0.0);
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} else if (depth < 0.99) {
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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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@ -108,13 +98,27 @@ void main() {
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float spec = pow(max(dot(normal, halfway_dir), 0.0), 32);
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vec3 specular = spec * vec3(0.5);
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// shadow (need to transform position and normal to light space)
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vec4 position_light_space = uViewToLightSpaceMatrix * vec4(position, 1.0);
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vec3 normal_light_space = (transpose(inverse(uViewToLightSpaceMatrix)) * vec4(normal, 1.0)).xyz;
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float shadow = ShadowCalculationPCF(position_light_space, normal);
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float shadow = 0;
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float normalized_depth = (depth - uNear) / (uFar - uNear);
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// vec3 cascade = get_cascade_color(depth);
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if (-position.z < uShadowSplits[1]) {
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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(uShadowMap[0], position_light_space, normal);
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} else if (-position.z< uShadowSplits[2]) {
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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(uShadowMap[1], position_light_space, normal);
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} else {
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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(uShadowMap[2], position_light_space, normal);
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}
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// vec3 cascade = get_cascade_color(-position.z);
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// ambient = cascade;
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outColor = (ambient + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion;
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// outColor = diffuse;
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// outColor = (ambient + (diffuse + specular)) * ambient_occlusion;
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}
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@ -210,12 +210,12 @@ void Light::Initialize() {
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| RenderTarget::EnableLinearizedDepthTexture);
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for (int i = 0; i < cNumSplits; ++i) {
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mSplits[i].mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
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mSplitTarget[i].Initialize(mShadowMapSize, mShadowMapSize,
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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mSplits[i].mShadowMapTarget.mVertexArray = &gVertexArray;
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mSplits[i].mShadowMapTarget.mQuadMesh = &gScreenQuad;
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mSplitTarget[i].mVertexArray = &gVertexArray;
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mSplitTarget[i].mQuadMesh = &gScreenQuad;
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}
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}
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@ -257,7 +257,7 @@ void Light::DrawGui() {
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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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shadow_split_target = &mSplitTarget[sRendererSettings.ActiveShadowMapSplit];
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}
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void* texture;
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@ -295,14 +295,16 @@ void Light::UpdateSplits(const Camera& camera) {
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Matrix44f light_matrix = LookAt (mPosition, mPosition + mDirection, Vector3f (0.f, 1.0f, 0.0f));
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Matrix44f light_matrix_inv = light_matrix.inverse();
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mShadowSplits[0] = near;
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mShadowSplits[1] = near + length * 0.02;
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mShadowSplits[2] = near + length * 0.2;
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mShadowSplits[3] = far;
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for (int i = 0; i < cNumSplits; ++i) {
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ShadowSplitInfo &split = mSplits[i];
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split_near = mShadowSplits[i];
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float split_far = mShadowSplits[i + 1];
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split_near = near + mShadowSplits[i] * length;
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float split_far = near + mShadowSplits[i + 1] * length;
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split.mViewFrustum =
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look_at * Perspective (camera.mFov, aspect, split_near, split_far);
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mSplitViewFrustum[i] = look_at * Perspective (camera.mFov, aspect, split_near, split_far);
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float xn = split_near * tan_half_vfov;
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float xf = split_far * tan_half_vfov;
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@ -338,8 +340,8 @@ void Light::UpdateSplits(const Camera& camera) {
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bbox_light.Update(v_light.block<3,1>(0,0));
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}
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split.mBoundsWorld = bbox_world;
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split.mBoundsLight = bbox_light;
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mSplitBoundsWorldSpace[i] = bbox_world;
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mSplitBoundsLightSpace[i] = bbox_light;
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// gLog ("min/max %.3f,%.3f, %.3f,%.3f, %.3f,%.3f",
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// min_x, max_x,
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@ -352,11 +354,11 @@ void Light::UpdateSplits(const Camera& camera) {
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Vector3f dimensions = (bbox_light.mMax - bbox_light.mMin) * 0.5f;
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Vector3f center = bbox_light.mMin + dimensions;
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split.mCamera.mIsOrthographic = true;
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split.mCamera.mViewMatrix = light_matrix;
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mSplitCamera[i].mIsOrthographic = true;
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mSplitCamera[i].mViewMatrix = light_matrix;
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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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mSplitCamera[i].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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@ -365,9 +367,8 @@ void Light::UpdateSplits(const Camera& camera) {
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// bbox_light.mMin[2], bbox_light.mMax[2]
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);
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split.mFrustum =
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split.mCamera.mViewMatrix
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* split.mCamera.mProjectionMatrix;
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mSplitLightFrustum[i] = mSplitCamera[i].mViewMatrix
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* mSplitCamera[i].mProjectionMatrix;
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}
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}
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}
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@ -643,8 +644,8 @@ void Renderer::Initialize(int width, int height) {
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mLight.mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification();
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for (int i = 0; i < cNumSplits; ++i) {
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mLight.mSplits[i].mShadowMapTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
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mLight.mSplits[i].mShadowMapTarget.mLinearizeDepthProgram.RegisterFileModification();
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mLight.mSplitTarget[i].mLinearizeDepthProgram = mRenderQuadProgramDepth;
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mLight.mSplitTarget[i].mLinearizeDepthProgram.RegisterFileModification();
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}
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// Model
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@ -726,24 +727,24 @@ void Renderer::RenderGl() {
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mCamera.UpdateMatrices();
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mLight.UpdateMatrices();
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mLight.UpdateSplits(mDebugCamera);
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mLight.UpdateSplits(mCamera);
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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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mLight.mSplitTarget[i].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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if (mLight.mShadowMapProgram.SetMat44("uViewProjectionMatrix", split.mFrustum) == -1) {
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if (mLight.mShadowMapProgram.SetMat44("uViewProjectionMatrix", mLight.mSplitLightFrustum[i]) == -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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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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@ -766,8 +767,6 @@ void Renderer::RenderGl() {
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glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
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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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@ -901,34 +900,54 @@ void Renderer::RenderGl() {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(mDeferredLighting.mProgramId);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mColorTexture);
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mDeferredLighting.SetInt("uColorTexture", 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mNormalTexture);
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mDeferredLighting.SetInt("uNormal", 1);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mDepthTexture);
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mDeferredLighting.SetInt("uDepth", 2);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
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mDeferredLighting.SetInt("uShadowMap", 3);
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mDeferredLighting.SetMat44("uLightSpaceMatrix", mLight.mLightSpaceMatrix);
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Matrix44f view_to_light_matrix = mCamera.mViewMatrix.inverse() * mLight.mLightSpaceMatrix;
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mDeferredLighting.SetMat44("uViewToLightSpaceMatrix", view_to_light_matrix);
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// TODO: remove and reconstruct position from depth
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glActiveTexture(GL_TEXTURE4);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mPositionTexture);
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mDeferredLighting.SetInt("uPosition", 4);
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mDeferredLighting.SetInt("uPosition", 0);
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glActiveTexture(GL_TEXTURE5);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mDepthTexture);
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mDeferredLighting.SetInt("uDepth", 1);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mNormalTexture);
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mDeferredLighting.SetInt("uNormal", 2);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mColorTexture);
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mDeferredLighting.SetInt("uColor", 3);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, mSSAOBlurTarget.mColorTexture);
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mDeferredLighting.SetInt("uAmbientOcclusion", 5);
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mDeferredLighting.SetInt("uAmbientOcclusion", 4);
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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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GLint shadow_maps[3];
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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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mDeferredLighting.SetIntArray("uShadowMap", 3, shadow_maps);
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Matrix44f light_matrices[3];
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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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mDeferredLighting.SetMat44Array("uViewToLightMatrix", 3, light_matrices);
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mDeferredLighting.SetFloat("uNear", mCamera.mNear);
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mDeferredLighting.SetFloat("uFar", mCamera.mFar);
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mDeferredLighting.SetVec4("uShadowSplits", mLight.mShadowSplits);
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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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@ -963,14 +982,13 @@ void Renderer::DebugDrawShadowCascades() {
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glUseProgram(mSimpleProgram.mProgramId);
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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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const BBox& bbox_light = mLight.mSplitBoundsLightSpace[i];
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const BBox& bbox_world = mLight.mSplitBoundsWorldSpace[i];
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// Draw view split frustum
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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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mLight.mSplitViewFrustum[i].inverse()
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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@ -999,7 +1017,7 @@ void Renderer::DebugDrawShadowCascades() {
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// Draw bounding boxes in light space
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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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mLight.mSplitLightFrustum[i].inverse()
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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@ -1007,19 +1025,18 @@ 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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// Matrix44f model_view_projection =
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// mLight.mLightSpaceMatrix.inverse()
|
||||
// * mCamera.mViewMatrix
|
||||
// * mCamera.mProjectionMatrix;
|
||||
//
|
||||
// mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
// mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
|
||||
// gUnitCubeLines.Draw(GL_LINES);
|
||||
// }
|
||||
|
||||
// Disable wireframe
|
||||
|
@ -1043,7 +1060,6 @@ void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
|
|||
program.SetMat33("uNormalMatrix", normal_matrix);
|
||||
|
||||
program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
|
||||
// program.SetVec3("uLightDirection", light_dir.normalize());
|
||||
program.SetVec3("uLightDirection", mLight.mDirection);
|
||||
program.SetVec3("uViewPosition", camera.mEye);
|
||||
|
||||
|
|
|
@ -14,15 +14,6 @@
|
|||
#include "Globals.h"
|
||||
#include "RenderUtils.h"
|
||||
|
||||
struct ShadowSplitInfo {
|
||||
BBox mBoundsLight;
|
||||
BBox mBoundsWorld;
|
||||
Matrix44f mViewFrustum;
|
||||
Matrix44f mFrustum;
|
||||
RenderTarget mShadowMapTarget;
|
||||
Camera mCamera;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
Vector3f mPosition;
|
||||
Vector3f mDirection;
|
||||
|
@ -47,7 +38,13 @@ struct Light {
|
|||
Matrix44f mLightSpaceMatrix;
|
||||
|
||||
Vector4f mShadowSplits = Vector4f (0.0, 0.1, 0.4, 1.0);
|
||||
ShadowSplitInfo mSplits[4];
|
||||
|
||||
Matrix44f mSplitViewFrustum[3];
|
||||
Matrix44f mSplitLightFrustum[3];
|
||||
RenderTarget mSplitTarget[3];
|
||||
BBox mSplitBoundsLightSpace[3];
|
||||
BBox mSplitBoundsWorldSpace[3];
|
||||
Camera mSplitCamera[3];
|
||||
|
||||
Light() :
|
||||
mPosition (Vector3f(0.f, 3, 0.0f)),
|
||||
|
|
|
@ -232,6 +232,11 @@ struct RenderProgram : AFileModificationListener {
|
|||
glUniform1i(location, val);
|
||||
return location;
|
||||
}
|
||||
GLint SetIntArray(const char* name, const int count, const int* array) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform1iv(location, count, array);
|
||||
return location;
|
||||
}
|
||||
GLint SetFloat(const char* name, const float& val) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform1f(location, val);
|
||||
|
@ -242,7 +247,7 @@ struct RenderProgram : AFileModificationListener {
|
|||
glUniform3fv(location, 1, vec.data());
|
||||
return location;
|
||||
}
|
||||
GLint SetVec3Array(const char* name, int count, const float* array) {
|
||||
GLint SetVec3Array(const char* name, const int count, const float* array) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform3fv(location, count, array);
|
||||
return location;
|
||||
|
@ -262,6 +267,11 @@ struct RenderProgram : AFileModificationListener {
|
|||
glUniformMatrix4fv(location, 1, GL_FALSE, mat.data());
|
||||
return location;
|
||||
}
|
||||
GLint SetMat44Array (const char* name, int count, const Matrix44f* mat_array) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniformMatrix4fv(location, count, GL_FALSE, mat_array[0].data());
|
||||
return location;
|
||||
}
|
||||
GLint SetMat33 (const char* name, const Matrix33f& mat) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniformMatrix3fv(location, 1, GL_FALSE, mat.data());
|
||||
|
|
Loading…
Reference in New Issue