feat: finalize directional light shadows
This commit is contained in:
@ -16,16 +16,13 @@ public:
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void OnWindowResized(int w, int h);
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void OnWindowResized(int w, int h);
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private:
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private:
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void ApplyLights(entt::registry& registry);
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void ApplyLights(entt::registry& registry, Shader &shader);
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void UpdateView(entt::registry& registry);
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void UpdateView(entt::registry& registry, Shader &shader);
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void RenderScene(entt::registry& registry);
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void RenderScene(entt::registry& registry, Shader &shader);
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void SwitchShader(Shader* newShader);
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private:
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private:
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Shader m_shader;
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Shader m_shader;
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Shader m_depthShader;
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Shader m_depthShader;
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Shader* m_currentShader;
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unsigned int m_depth_fbo;
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unsigned int m_depth_fbo;
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unsigned int m_depthMap;
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unsigned int m_depthMap;
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@ -44,9 +44,14 @@ public:
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Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
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Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
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const auto targetEntity = m_registry.create();
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const auto targetEntity = m_registry.create();
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.5f, 0.f));
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
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m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
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m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
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Object* cubeObj = Object::LoadFile("./assets/cube.obj");
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const auto cubeEntity = m_registry.create();
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m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
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m_registry.emplace<mesh>(cubeEntity, std::unique_ptr<Object>(cubeObj));
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Object* floorObj = Object::LoadFile("./assets/plane.obj");
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Object* floorObj = Object::LoadFile("./assets/plane.obj");
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const auto floorEntt = m_registry.create();
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const auto floorEntt = m_registry.create();
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m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
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m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
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@ -28,9 +28,6 @@ void Engine::Run(std::unique_ptr<IApplication> app) {
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s_window->ProcessEvents();
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s_window->ProcessEvents();
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s_app->OnUpdate();
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s_app->OnUpdate();
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glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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s_app->OnRender();
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s_app->OnRender();
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@ -38,16 +38,10 @@ Renderer::Renderer()
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m_model = glm::mat4(1.f);
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m_model = glm::mat4(1.f);
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SwitchShader(&m_shader);
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m_shader.use();
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m_shader.setMat4("u_projection", m_proj);
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m_shader.setMat4("u_projection", m_proj);
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}
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}
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void Renderer::SwitchShader(Shader *newShader) {
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m_currentShader = newShader;
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m_currentShader->use();
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}
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void Renderer::OnWindowResized(int w, int h) {
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void Renderer::OnWindowResized(int w, int h) {
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m_proj = glm::perspective(
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m_proj = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(M_PI_2),
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@ -59,24 +53,24 @@ void Renderer::OnWindowResized(int w, int h) {
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m_depthShader.setMat4("u_projection", m_proj);
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m_depthShader.setMat4("u_projection", m_proj);
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}
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}
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void Renderer::ApplyLights(entt::registry& registry) {
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void Renderer::ApplyLights(entt::registry& registry, Shader &shader) {
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auto lights = registry.view<light>();
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auto lights = registry.view<light>();
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// TODO: Pass Lights Data to depth shader as well
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// TODO: Pass Lights Data to depth shader as well
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m_shader.setInt("lightsCount", static_cast<int>(lights.size()));
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shader.setInt("lightsCount", static_cast<int>(lights.size()));
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size_t lightIndex = 0;
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size_t lightIndex = 0;
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for (auto entity : lights) {
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for (auto entity : lights) {
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auto &comp = registry.get<light>(entity);
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auto &comp = registry.get<light>(entity);
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auto &transf = registry.get<transform>(entity);
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auto &transf = registry.get<transform>(entity);
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m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
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shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
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m_shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", comp.color);
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shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", comp.color);
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m_shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", comp.intensity);
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shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", comp.intensity);
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++lightIndex;
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++lightIndex;
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}
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}
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}
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}
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void Renderer::UpdateView(entt::registry& registry) {
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void Renderer::UpdateView(entt::registry& registry, Shader &shader) {
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auto cam = registry.view<transform, camera>().back();
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auto cam = registry.view<transform, camera>().back();
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auto camTransform = registry.get<transform>(cam);
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auto camTransform = registry.get<transform>(cam);
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@ -85,12 +79,12 @@ void Renderer::UpdateView(entt::registry& registry) {
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camTransform.position + camTransform.rotation,
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camTransform.position + camTransform.rotation,
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glm::vec3(0.f, 1.f, 0.f)
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glm::vec3(0.f, 1.f, 0.f)
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);
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);
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m_shader.setMat4("u_view", m_view);
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shader.setMat4("u_view", m_view);
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m_shader.setVec3("viewPos", camTransform.position);
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shader.setVec3("viewPos", camTransform.position);
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}
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}
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void Renderer::RenderScene(entt::registry& registry) {
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void Renderer::RenderScene(entt::registry& registry, Shader &shader) {
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auto view = registry.view<transform, mesh>();
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auto view = registry.view<transform, mesh>();
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for (auto [entity, transf, mesh] : view.each()) {
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for (auto [entity, transf, mesh] : view.each()) {
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@ -101,32 +95,31 @@ void Renderer::RenderScene(entt::registry& registry) {
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if (registry.all_of<light>(entity)) {
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if (registry.all_of<light>(entity)) {
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auto &comp = registry.get<light>(entity);
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auto &comp = registry.get<light>(entity);
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m_currentShader->setBool("isLight", true);
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shader.setBool("isLight", true);
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m_currentShader->setVec3("currentLightColor", comp.color);
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shader.setVec3("currentLightColor", comp.color);
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} else {
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} else {
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m_currentShader->setBool("isLight", false);
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shader.setBool("isLight", false);
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m_currentShader->setVec3("currentLightColor", glm::vec3(0.f));
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shader.setVec3("currentLightColor", glm::vec3(0.f));
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}
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}
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glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
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glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
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m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
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m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
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m_currentShader->setMat4("u_model", m_model);
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shader.setMat4("u_model", m_model);
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mesh.object->Render(*m_currentShader);
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mesh.object->Render(shader);
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}
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}
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}
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}
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void Renderer::GenerateShadowMaps(entt::registry& registry) {
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void Renderer::GenerateShadowMaps(entt::registry& registry) {
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SwitchShader(&m_depthShader);
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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ApplyLights(registry);
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m_depthShader.use();
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UpdateView(registry);
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ApplyLights(registry, m_depthShader);
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UpdateView(registry, m_depthShader);
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glGenFramebuffers(1, &m_depth_fbo);
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glGenFramebuffers(1, &m_depth_fbo);
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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glGenTextures(1, &m_depthMap);
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glGenTextures(1, &m_depthMap);
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glBindTexture(GL_TEXTURE_2D, m_depthMap);
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glBindTexture(GL_TEXTURE_2D, m_depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
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@ -145,8 +138,6 @@ void Renderer::GenerateShadowMaps(entt::registry& registry) {
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glDrawBuffer(GL_NONE);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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m_shader.setInt("shadowMap", 31);
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}
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}
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void Renderer::Render(entt::registry& registry) {
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void Renderer::Render(entt::registry& registry) {
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@ -158,52 +149,47 @@ void Renderer::Render(entt::registry& registry) {
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auto shadowLight = registry.view<light, transform>().back();
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auto shadowLight = registry.view<light, transform>().back();
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auto &comp = registry.get<transform>(shadowLight);
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auto &comp = registry.get<transform>(shadowLight);
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float near_plane = 0.1f, far_plane = 50.0f; // pick bounds that cover your scene
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float near_plane = 0.1f, far_plane = 50.0f;
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glm::vec3 lightPos = comp.position;
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glm::vec3 lightPos = comp.position;
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glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
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glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
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glm::mat4 lightView = glm::lookAt(lightPos, target, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 lightView = glm::lookAt(lightPos, target, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
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glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
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glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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// lightView = glm::lookAt(/*eye*/ -lightDir * distance, /*center*/ vec3(0), up)
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m_depthShader.use();
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m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
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// glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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// glEnable(GL_CULL_FACE);
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SwitchShader(&m_depthShader);
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// glCullFace(GL_FRONT); // only for the depth pass
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m_currentShader->setMat4("u_lightSpace", lightSpaceMatrix);
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// glEnable(GL_POLYGON_OFFSET_FILL);
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// glPolygonOffset(2.0f, 4.0f);
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// enable culling and render front faces to the shadow map
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT); // only for the depth pass
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// or use polygon offset:
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(2.0f, 4.0f);
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glCullFace(GL_FRONT);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_depth_fbo);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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RenderScene(registry);
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RenderScene(registry, m_depthShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glCullFace(GL_BACK);
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// enable culling and render front faces to the shadow map
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// glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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// glCullFace(GL_BACK); // only for the depth pass
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glCullFace(GL_BACK); // only for the depth pass
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// glDisable(GL_POLYGON_OFFSET_FILL);
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// or use polygon offset:
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// glPolygonOffset(0.f, 1.f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0.f, 1.f);
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glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
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glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
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glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SwitchShader(&m_shader);
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m_shader.use();
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m_shader.setInt("shadowMap", 31);
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ApplyLights(registry);
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ApplyLights(registry, m_shader);
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UpdateView(registry, m_shader);
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UpdateView(registry);
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m_shader.setMat4("u_lightSpace", lightSpaceMatrix);
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m_currentShader->setMat4("u_lightSpace", lightSpaceMatrix);
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glActiveTexture(GL_TEXTURE31);
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glActiveTexture(GL_TEXTURE31);
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glBindTexture(GL_TEXTURE_2D, m_depthMap);
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glBindTexture(GL_TEXTURE_2D, m_depthMap);
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RenderScene(registry);
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RenderScene(registry, m_shader);
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}
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}
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@ -45,33 +45,65 @@ uniform float opacity;
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#define PI 3.14159265359
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#define PI 3.14159265359
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#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
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#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
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// float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
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// {
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// // transform to [0,1]
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// vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// projCoords = projCoords * 0.5 + 0.5;
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// // if outside light's orthographic frustum => not in shadow
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// if (projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
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// return 0.0;
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// // get depth from shadow map
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// float closestDepth = texture(shadowMap, projCoords.xy).r;
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// float currentDepth = projCoords.z;
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// // bias to prevent self-shadowing (depend on slope)
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// float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
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// // PCF (3x3)
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// float shadow = 0.0;
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// vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
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// for(int x = -1; x <= 1; ++x)
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// {
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// for(int y = -1; y <= 1; ++y)
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// {
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// float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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// shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
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// }
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// }
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// shadow /= 9.0;
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// return shadow;
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// }
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
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{
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{
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// transform to [0,1]
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// transform to [0,1]
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords = projCoords * 0.5 + 0.5;
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if(projCoords.z > 1.0) {
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// if outside light's orthographic frustum => not in shadow
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if (projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
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return 0.0;
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return 0.0;
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}
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// get depth from shadow map
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// get depth from shadow map
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float currentDepth = projCoords.z;
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// bias to prevent self-shadowing (depend on slope)
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// bias to prevent self-shadowing (depend on slope)
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float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
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float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
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// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// PCF (3x3)
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float shadow = 0.0;
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float shadow = 0.0;
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vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
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vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
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for(int x = -1; x <= 1; ++x)
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for(int x = -1; x <= 1; ++x)
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{
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{
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for(int y = -1; y <= 1; ++y)
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for(int y = -1; y <= 1; ++y)
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{
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{
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float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||||
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
|
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
shadow /= 9.0;
|
shadow /= 9.0;
|
||||||
|
|
||||||
|
@ -54,6 +54,7 @@ Window::Window(const char* title, int width, int height) {
|
|||||||
|
|
||||||
glEnable(GL_DEBUG_OUTPUT);
|
glEnable(GL_DEBUG_OUTPUT);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
glEnable(GL_CULL_FACE);
|
||||||
glDebugMessageCallback(MessageCallback, nullptr);
|
glDebugMessageCallback(MessageCallback, nullptr);
|
||||||
|
|
||||||
glViewport(0, 0, m_width, m_height);
|
glViewport(0, 0, m_width, m_height);
|
||||||
|
Reference in New Issue
Block a user