Point light working
This commit is contained in:
@@ -43,7 +43,8 @@ const uint32_t MAX_ACTORS = 10000;
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const uint32_t MAX_LIGHTS = 500;
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const uint32_t MAX_DIRECTIONAL_SHADOWS = 10;
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const uint32_t MAX_SPOT_SHADOWS = 10;
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const uint32_t SHADOW_MAP_SIZE = 4096;
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const uint32_t MAX_POINT_SHADOWS = 10;
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const uint32_t SHADOW_MAP_SIZE = 1024;
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enum class HYDRA_RENDERABLE_TYPE
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@@ -2,7 +2,7 @@
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#version 460 core
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#extension GL_ARB_bindless_texture : require
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#extension GL_ARB_gpu_shader5 : enable
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uint INVALID_HYDRA_ID = 4294967295;
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uint DEPTH_TEXTURE_ID = 0;
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@@ -59,6 +59,21 @@ struct SpotShadowMapSet
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mat4 light_space_view;
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};
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struct PointShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane;
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float far_plane;
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uint padding[2];
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mat4 light_space_proj;
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mat4 light_space_view[6];
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};
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uniform samplerCube depth_map;
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layout(binding = 0) uniform uniform_per_frame
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{
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mat4 view;
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@@ -96,6 +111,12 @@ layout (std430, binding = 6) readonly buffer spot_shadow_map_sets
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{
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SpotShadowMapSet spot_shadows[];
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};
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layout (std430, binding = 7) readonly buffer point_shadow_map_sets
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{
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PointShadowMapSet point_shadows[];
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};
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layout (location=0) in VS_OUT
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{
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vec2 vsUV;
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@@ -224,14 +245,16 @@ vec3 PointShading(vec3 normal,
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float light_linear,
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float light_quadratic,
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vec3 world_pos,
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vec3 view_pos)
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vec3 view_pos,
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float shadow_val)
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{
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float distance = length(light_pos - world_pos);
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float attenuation = 1.0;
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attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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vec3 radiance = diffuse * attenuation;
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vec3 light_dir = normalize(light_pos - world_pos);
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vec3 radiance = diffuse * attenuation * (1.0-shadow_val);
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vec3 light_dir = normalize(light_pos - world_pos);
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
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return Lo;
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@@ -415,6 +438,56 @@ float CalculateSpotShadow(vec4 world_pos, uint shadow_idx, vec3 normal, vec3 lig
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return shadow;
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}
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float SampleCubemapShadow(vec3 frag_to_light, float far_plane, float view_distance, samplerCube sampler_shadow_map)
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{
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vec3 sample_offset_directions[20] = vec3[]
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(
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vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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);
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float shadow = 0.0;
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float bias = 0.01;
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int samples = 20;
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float disk_radius = (1.0 + (view_distance / far_plane)) / 50.0;
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float frag_depth = length(frag_to_light);
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for(int i = 0; i < samples; ++i)
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{
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//float closest_depth = texture(sampler_shadow_map, frag_to_light).r;
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float closest_depth = texture(sampler_shadow_map, frag_to_light + sample_offset_directions[i] * disk_radius).r;
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closest_depth *= far_plane; // undo mapping [0;1]
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if(frag_depth - bias > closest_depth)
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shadow += 1.0;
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}
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shadow /= float(samples);
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return shadow;
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// float frag_depth = length(frag_to_light);
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// closest_depth = closest_depth * far_plane;
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// float bias = 0.05f;
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// float shadow = (frag_depth - bias) > closest_depth ? 1.0 : 0.0;
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// return shadow;
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}
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float CalculatePointShadow(vec3 world_pos, uint shadow_idx, float view_distance, vec3 light_position)
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{
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vec3 frag_to_light = light_position - world_pos;
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uvec2 shadow_handle = textures[point_shadows[shadow_idx].shadow_texture_id];
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float far_plane = point_shadows[shadow_idx].far_plane;
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return SampleCubemapShadow(frag_to_light, far_plane, view_distance, samplerCube(shadow_handle));
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}
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void main()
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{
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uvec2 diffuse_handle = textures[texture_ids[DIFFUSE_TEXTURE_ID]];
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@@ -431,6 +504,7 @@ void main()
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vec3 normal = texture(sampler2D(normal_handle), vs_out.vsUV.xy).xyz;
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vec3 metal_rough = texture(sampler2D(metal_rough_handle), vs_out.vsUV.xy).xyz;
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vec3 world_pos = texture(sampler2D(world_pos_handle), vs_out.vsUV.xy).xyz;
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float rough = metal_rough[1];
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float metal = metal_rough[2];
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float ao = 1;
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@@ -448,14 +522,19 @@ void main()
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Lo += DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].intensity, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
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if(lights[i].shadow_caster == 1)
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{
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vec3 shadow = CalculateDirectionalShadow(vec4(world_pos, 1.0), lights[i].shadow_map_id, normal, light_direction, ubo_per_frame.viewer_pos);
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//Lo = Lo * vec3(shadow);
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vec3 shadow = CalculateDirectionalShadow(vec4(world_pos, 1.0), lights[i].shadow_map_id, normal, light_direction, ubo_per_frame.viewer_pos);
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Lo = Lo * shadow;
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}
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}
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else if(lights[i].light_type == HYDRA_LIGHT_POINT)
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{
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float shadow = 0;
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if(lights[i].shadow_caster == 1)
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{
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float view_to_frag = length(light_pos - ubo_per_frame.viewer_pos );
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shadow = CalculatePointShadow(world_pos, i, view_to_frag, light_pos);
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}
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Lo += PointShading(normal,
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diffuse.xyz,
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rough,
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@@ -466,14 +545,16 @@ void main()
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lights[i].linear,
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lights[i].quadratic,
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world_pos,
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ubo_per_frame.viewer_pos);
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ubo_per_frame.viewer_pos,
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shadow);
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}
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else if(lights[i].light_type == HYDRA_LIGHT_SPOT)
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{
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float shadow = 0;
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if(lights[i].shadow_caster == 1)
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if(lights[i].shadow_caster == 1)
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{
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float distance = length(light_pos - world_pos);
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// float distance = length(light_pos - world_pos);
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shadow = CalculateSpotShadow(vec4(world_pos, 1.0),
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lights[i].shadow_map_id,
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normal,
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@@ -0,0 +1,84 @@
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//*PIXEL*
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#version 460
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#extension GL_ARB_bindless_texture : require
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const uint DIRECTIONAL_LIGHT = 1;
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const uint POINT_LIGHT = 2;
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const uint SPOT_LIGHT = 3;
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uint INVALID_HYDRA_ID = 4294967295;
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struct MaterialStore
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{
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vec4 diffuse_colour;
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vec4 matalic_rough;
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uint diffuse_texture_id;
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uint metallic_rough_texture_id;
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uint normal_texture_id;
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uint padding[1];
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};
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struct PointShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane;
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float far_plane;
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uint padding[2];
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mat4 light_space_proj;
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mat4 light_space_view[6];
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};
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layout(std430, binding = 2) readonly buffer material_buffer
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{
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MaterialStore materials[1000];
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};
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layout(std430, binding = 3) readonly buffer texture_buffer
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{
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uvec2 textures[1000];
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};
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layout (std430, binding = 7) readonly buffer point_shadow_map_sets
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{
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PointShadowMapSet point_shadows[];
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};
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layout (location=0) in GEOM_OUT
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{
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vec2 vsUV;
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flat uint vsMaterialID;
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vec4 frag_pos;
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flat uint shad_idx;
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flat vec3 light_pos;
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}geom_out;
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layout (location=0) out vec4 output_colour;
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void main()
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{
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MaterialStore mat = materials[geom_out.vsMaterialID];
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vec4 diffuse_val = mat.diffuse_colour;
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if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
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{
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uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
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diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), geom_out.vsUV.xy);
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}
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if(diffuse_val[3] < 1.0)
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{
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discard;
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}
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float light_distance = length(geom_out.frag_pos.xyz - geom_out.light_pos);
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// map to [0;1] range by dividing by far_plane
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light_distance = light_distance / point_shadows[geom_out.shad_idx].far_plane;
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// write this as modified depth
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gl_FragDepth = light_distance;
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}
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@@ -0,0 +1,74 @@
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#version 450
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layout(triangles, invocations = 6) in;
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layout(triangle_strip, max_vertices = 3) out;
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struct PointShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane;
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float far_plane;
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uint padding[2];
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mat4 light_space_proj;
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mat4 light_space_view[6];
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};
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//Push constants updated for each light
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layout(binding = 0) uniform shadow_per_frame
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{
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vec3 camera_pos;
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uint shadow_idxs;
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};
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layout (std430, binding = 7) readonly buffer point_shadow_map_sets
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{
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PointShadowMapSet point_shadows[];
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};
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layout (location=0) in VS_OUT
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{
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vec2 vsUV;
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flat uint vsMaterialID;
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}vs_in[];
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layout (location=0) out GEOM_OUT
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{
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vec2 vsUV;
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flat uint vsMaterialID;
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vec4 frag_pos;
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flat uint shad_idx;
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flat vec3 light_pos;
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}geom_out;
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void main()
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{
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mat4 view = point_shadows[shadow_idxs].light_space_view[gl_InvocationID];
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mat4 proj = point_shadows[shadow_idxs].light_space_proj;
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mat3 rot_mat = mat3(view);
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vec3 d = vec3(view[3]); // Column-major translation column
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vec3 light_pos = -d * rot_mat;
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for (int i = 0; i < 3; ++i)
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{
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geom_out.light_pos = light_pos;
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geom_out.shad_idx = shadow_idxs;
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geom_out.frag_pos = gl_in[i].gl_Position;
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gl_Layer = gl_InvocationID;
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vec4 clip_space_pos = proj * view * gl_in[i].gl_Position;
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gl_Position = clip_space_pos;
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geom_out.vsMaterialID = vs_in[gl_InvocationID].vsMaterialID;
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geom_out.vsUV = vs_in[gl_InvocationID].vsUV;
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EmitVertex();
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}
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EndPrimitive();
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}
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@@ -0,0 +1,71 @@
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//*VERTEX*
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#version 460
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struct ShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane[8];
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float far_plane[8];
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mat4 light_space_proj[6];
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mat4 light_space_view[6];
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};
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struct SpotShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float far_plane;
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uint padding[3];
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mat4 light_space_proj;
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mat4 light_space_view;
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};
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struct PointShadowMapSet
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{
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uint entity_id;
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uint shadow_id;
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uint shadow_texture_id;
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uint frame_buffer_id;
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float near_plane;
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float far_plane;
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uint padding[2];
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mat4 light_space_proj[6];
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mat4 light_space_view;
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};
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layout(binding = 1) readonly buffer positions_buffer
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{
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mat4 model_matrix[];
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};
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layout (location = 0) in vec3 inPos; //12 bytes : 0
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layout (location = 1) in vec2 inUV; //8 Bytes : 12
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layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
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layout (location = 3) in vec3 inNormal; //8 Bytes : 12
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layout (location = 4) in vec3 inBiTangent;
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layout (location = 5) in vec3 inTangent;
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layout (location=0) out VS_OUT
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{
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vec2 vsUV;
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flat uint vsMaterialID;
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}vs_out;
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void main()
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{
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uint chunkid = inChunkID[0];
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mat4 model = model_matrix[chunkid];
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gl_Position = model * vec4(inPos, 1.0);
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vs_out.vsUV = inUV;
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vs_out.vsMaterialID = inChunkID[1];
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}
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@@ -34,30 +34,19 @@ layout (location=0) in VS_OUT
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flat uint vsMaterialID;
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}vs_out;
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layout (location=0) out vec4 output_colour;
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void main()
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{
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MaterialStore mat = materials[vs_out.vsMaterialID];
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vec4 diffuse_val = mat.diffuse_colour;
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output_colour = vec4(1,0,0,1);
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if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
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{
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output_colour = vec4(0,1,0,1);
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uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
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diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), vs_out.vsUV.xy);
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if(mat.diffuse_texture_id== 10)
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{
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output_colour = vec4(0,0,1,1);
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}
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}
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if(diffuse_val[3] < 1.0)
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{
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discard;
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output_colour = vec4(0,1,1,1);
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}
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}
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@@ -7,14 +7,12 @@
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#include "../ecs/components/HydraMeshComponent.h"
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#include "../ecs/components/HydraRenderableComponent.h"
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#include "../ecs/components/HydraMaterialComponent.h"
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#include "../ecs/components/HydraPointShadowSourceComponent.h"
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#include "../ecs/components/HydraLightComponent.h"
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#include "../buffer/HydraLightBufferManager.h"
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#include "../buffer/HydraLightBuffer.h"
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void HydraPointLightActor::InitialiseComponents()
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{
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HydraLightComponent light_comp = {};
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@@ -29,6 +27,9 @@ void HydraPointLightActor::InitialiseComponents()
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HydraPositionComponent position_component;
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ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
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HydraPointShadowSourceComponent shadow_component = {};
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ecs->AddComponent<HydraPointShadowSourceComponent>(GetID(), shadow_component);
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}
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void HydraPointLightActor::Destroy()
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@@ -18,9 +18,14 @@ void HydraShadowBufferManager::Initialise()
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{
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m_available_spot.push(i);
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}
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for(uint32_t i = 0; i < MAX_POINT_SHADOWS; i++)
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{
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m_available_point.push(i);
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}
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m_directional_shadow_buffer.resize(MAX_DIRECTIONAL_SHADOWS);
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m_spot_shadow_buffer.resize(MAX_SPOT_SHADOWS);
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m_point_shadow_buffer.resize(MAX_POINT_SHADOWS);
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uint32_t buffer_size = (MAX_DIRECTIONAL_SHADOWS * sizeof(HydraDirectionalShadowSourceComponent));
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@@ -35,10 +40,17 @@ void HydraShadowBufferManager::Initialise()
|
||||
HydraCreateGPUBufferTask *spot_task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
|
||||
spot_task->Intialise("SpotShadowBuffer", 1, buffer_size, &m_spot_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
|
||||
|
||||
buffer_size = (MAX_POINT_SHADOWS * sizeof(HydraPointShadowSourceComponent));
|
||||
|
||||
create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraCreateGPUBufferTask *point_task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
|
||||
point_task->Intialise("PointShadowBuffer", 1, buffer_size, &m_point_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
task_scheduler->WaitForTask(create_gpu_buffer_task_id);
|
||||
}
|
||||
void HydraShadowBufferManager::Shutdown()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
HydraID HydraShadowBufferManager::AddDirectionalShadow(HydraDirectionalShadowSourceComponent shadow)
|
||||
{
|
||||
@@ -66,6 +78,19 @@ HydraID HydraShadowBufferManager::AddSpotShadow(HydraSpotShadowSourceComponent s
|
||||
return shadow_id;
|
||||
}
|
||||
|
||||
HydraID HydraShadowBufferManager::AddPointShadow(HydraPointShadowSourceComponent shadow)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
if(m_available_point.size() == 0)
|
||||
{
|
||||
return INVALID_HYDRA_ID;
|
||||
}
|
||||
|
||||
HydraID shadow_id = m_available_point.front();
|
||||
m_point_shadow_buffer[shadow_id] = shadow;
|
||||
return shadow_id;
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::UpdateDirectionalShadow(HydraID shadow_id, HydraDirectionalShadowSourceComponent shadow)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
@@ -84,6 +109,15 @@ void HydraShadowBufferManager::UpdateSpotShadow(HydraID shadow_id, HydraSpotShad
|
||||
}
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::UpdatePointShadow(HydraID shadow_id, HydraPointShadowSourceComponent shadow)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
if(shadow_id < MAX_SPOT_SHADOWS)
|
||||
{
|
||||
m_point_shadow_buffer[shadow_id] = shadow;
|
||||
}
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::RemoveDirectionalShadow(HydraID shadow_id)
|
||||
{
|
||||
|
||||
@@ -93,6 +127,10 @@ void HydraShadowBufferManager::RemoveSpotShadow(HydraID shadow_id)
|
||||
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::RemovePointShadow(HydraID shadow_id)
|
||||
{
|
||||
}
|
||||
|
||||
void HydraShadowBufferManager::UpdateShadowBuffer()
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
@@ -112,4 +150,11 @@ void HydraShadowBufferManager::UpdateShadowBuffer()
|
||||
HydraUpdateWholeGPUBufferTask *spot_task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
|
||||
spot_task->Intialise(m_spot_shadow_buffer_id, spot_buffer);
|
||||
task_scheduler->WaitForTask(update_buffer_task_id);
|
||||
|
||||
void *point_buffer = static_cast<void *>(m_point_shadow_buffer.data());
|
||||
|
||||
update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraUpdateWholeGPUBufferTask *point_task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
|
||||
point_task->Intialise(m_point_shadow_buffer_id, point_buffer);
|
||||
task_scheduler->WaitForTask(update_buffer_task_id);
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "HydraShadowBuffer.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraPointShadowSourceComponent.h"
|
||||
|
||||
#include <queue>
|
||||
#include <mutex>
|
||||
@@ -16,18 +17,27 @@ class HydraShadowBufferManager : public HydraObject
|
||||
void Shutdown();
|
||||
HydraID AddDirectionalShadow(HydraDirectionalShadowSourceComponent shadow);
|
||||
HydraID AddSpotShadow(HydraSpotShadowSourceComponent shadow);
|
||||
HydraID AddPointShadow(HydraPointShadowSourceComponent shadow);
|
||||
|
||||
void UpdateDirectionalShadow(HydraID shadow_id, HydraDirectionalShadowSourceComponent shadow);
|
||||
void UpdateSpotShadow(HydraID shadow_id, HydraSpotShadowSourceComponent shadow);
|
||||
void UpdatePointShadow(HydraID shadow_id, HydraPointShadowSourceComponent shadow);
|
||||
|
||||
void RemoveDirectionalShadow(HydraID shadow_id);
|
||||
void RemoveSpotShadow(HydraID shadow_id);
|
||||
void RemovePointShadow(HydraID shadow_id);
|
||||
|
||||
void UpdateShadowBuffer();
|
||||
private:
|
||||
std::vector<HydraDirectionalShadowSourceComponent> m_directional_shadow_buffer;
|
||||
std::vector<HydraSpotShadowSourceComponent> m_spot_shadow_buffer;
|
||||
std::vector<HydraPointShadowSourceComponent> m_point_shadow_buffer;
|
||||
std::queue<HydraID> m_available_dir;
|
||||
std::queue<HydraID> m_available_spot;
|
||||
std::queue<HydraID> m_available_point;
|
||||
uint32_t m_directional_shadow_buffer_id;
|
||||
uint32_t m_spot_shadow_buffer_id;
|
||||
uint32_t m_point_shadow_buffer_id;
|
||||
std::mutex m_mutex;
|
||||
|
||||
};
|
||||
|
||||
@@ -116,12 +116,10 @@ HydraID HydraTextureBufferManager::CreateTextureArray(std::string texture_name,
|
||||
)
|
||||
{
|
||||
uint32_t gl_tex_id = 0;
|
||||
glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &gl_tex_id);
|
||||
glCreateTextures(GL_TEXTURE_2D_ARRAY,1, &gl_tex_id);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, gl_tex_id);
|
||||
|
||||
|
||||
glTextureStorage3D(gl_tex_id, 1, internal_format, width, height, levels);
|
||||
|
||||
|
||||
glTextureParameteri(gl_tex_id, GL_TEXTURE_MIN_FILTER, min_filter);
|
||||
glTextureParameteri(gl_tex_id, GL_TEXTURE_MAG_FILTER, mag_filter);
|
||||
@@ -144,6 +142,44 @@ HydraID HydraTextureBufferManager::CreateTextureArray(std::string texture_name,
|
||||
return texture_id;
|
||||
}
|
||||
|
||||
HydraID HydraTextureBufferManager::CreateCubemapTexture(std::string texture_name, uint32_t width, uint32_t height, uint32_t internal_format, uint32_t min_filter, uint32_t mag_filter)
|
||||
{
|
||||
uint32_t gl_tex_id = 0;
|
||||
glGenTextures(1, &gl_tex_id);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, gl_tex_id);
|
||||
|
||||
for(uint32_t i = 0; i < 6; i++)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
}
|
||||
|
||||
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, min_filter);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, mag_filter);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
HydraTextureBuffer texture_buffer = {};
|
||||
HydraID texture_id = _GetTextureID();
|
||||
|
||||
texture_buffer.texture_id = texture_id;
|
||||
texture_buffer.format = 0;
|
||||
texture_buffer.internal_format = internal_format;
|
||||
texture_buffer.width = width;
|
||||
texture_buffer.height = height;
|
||||
texture_buffer.gl_tex_id = gl_tex_id;
|
||||
texture_buffer.mag_filter = mag_filter;
|
||||
texture_buffer.min_filter = min_filter;
|
||||
|
||||
m_textures[texture_id] = texture_buffer;
|
||||
m_texture_lookup.insert(std::pair<std::string, HydraID>(texture_name, texture_id));
|
||||
|
||||
return texture_id;
|
||||
}
|
||||
|
||||
HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
|
||||
uint32_t width,
|
||||
uint32_t height,
|
||||
@@ -206,10 +242,11 @@ void HydraTextureBufferManager::BindTexture(HydraID texture_id, uint32_t target)
|
||||
}
|
||||
HydraTextureBuffer texture = m_textures[texture_id];
|
||||
glBindTexture(target, texture.gl_tex_id);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, texture.min_filter);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, texture.mag_filter);
|
||||
|
||||
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, texture.min_filter);
|
||||
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, texture.mag_filter);
|
||||
|
||||
texture.texture_binding = glGetTextureHandleARB(texture.gl_tex_id);
|
||||
glMakeTextureHandleResidentARB(texture.texture_binding);
|
||||
|
||||
@@ -30,7 +30,14 @@ class HydraTextureBufferManager : public HydraObject
|
||||
uint32_t min_filter,
|
||||
uint32_t mag_filter,
|
||||
uint32_t levels);
|
||||
HydraID CreateCubemapTexture(std::string texture_name,
|
||||
uint32_t width,
|
||||
uint32_t height,
|
||||
uint32_t internal_format,
|
||||
uint32_t min_filter,
|
||||
uint32_t mag_filter);
|
||||
void BindTexture(HydraID texture_id, uint32_t target);
|
||||
|
||||
void UnbindTexture(HydraID texture_id);
|
||||
void DeleteTexture(HydraID texture_id);
|
||||
HydraID LoadTexture(std::string texture_filename);
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef HYDRAPOINTSHADOWSOUCECOMPONENT
|
||||
#define HYDRAPOINTSHADOWSOUCECOMPONENT
|
||||
#include "../../engine/HydraEngine.h"
|
||||
|
||||
struct HydraPointShadowSourceComponent
|
||||
{
|
||||
uint32_t entity_id;
|
||||
uint32_t shadow_id;
|
||||
uint32_t shadow_texture_id;
|
||||
uint32_t frame_buffer_id;
|
||||
float near_plane;
|
||||
float far_plane;
|
||||
uint32_t padding[2];
|
||||
glm::mat4 light_space_proj;
|
||||
glm::mat4 light_space_view[6];
|
||||
};
|
||||
|
||||
#endif /* HYDRAPOINTSHADOWSOUCECOMPONENT */
|
||||
@@ -0,0 +1,114 @@
|
||||
#include "HydraPointShadowSourceSystem.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../camera/HydraCamera.h"
|
||||
#include "../HydraECS.h"
|
||||
#include "../components/HydraPointShadowSourceComponent.h"
|
||||
#include "../components/HydraPositionComponent.h"
|
||||
#include "../components/HydraLightComponent.h"
|
||||
|
||||
#include "../../buffer/HydraShadowBuffer.h"
|
||||
#include "../../buffer/HydraTextureBufferManager.h"
|
||||
#include "../../buffer/HydraShadowBufferManager.h"
|
||||
|
||||
#include "../../scheduler/HydraTaskScheduler.h"
|
||||
#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
|
||||
#include "../../task/buffer/HydraCreateUnBoundTextureTask.hpp"
|
||||
#include "../../task/renderer/HydraCreateCubemapShadowFrameBuffer.hpp"
|
||||
#include "../../task/renderer/HydraCreateShadowFrameBuffer.hpp"
|
||||
#include "../../actor/HydraActorManager.h"
|
||||
|
||||
void HydraPointShadowSourceSystem::Initialise()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HydraPointShadowSourceSystem::InitialiseComponent(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
HydraPointShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
|
||||
|
||||
HydraID shadow_id = GetEngine()->ShadowBufferManager()->AddPointShadow(shadow_comp);
|
||||
assert(shadow_id != INVALID_HYDRA_ID && "Add point Shadow - out of shadows!");
|
||||
|
||||
light_comp.shadow_map_id = shadow_id;
|
||||
light_comp.shadow_caster = 1;
|
||||
shadow_comp.shadow_id = shadow_id;
|
||||
_InitialiseShadowMap(entity_id);
|
||||
}
|
||||
|
||||
void HydraPointShadowSourceSystem::UpdateSystem(float delta_t_seconds)
|
||||
{
|
||||
for (HydraID entity_id : Entities)
|
||||
{
|
||||
_UpdateShadowMap(entity_id);
|
||||
}
|
||||
}
|
||||
|
||||
void HydraPointShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraPositionComponent pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
|
||||
HydraPointShadowSourceComponent &shad_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
|
||||
|
||||
float view_size = 4.0f;
|
||||
float view_near = 0.1f;
|
||||
float view_far = 100.0f;
|
||||
|
||||
|
||||
glm::vec3 camera_pos = GetEngine()->Camera()->GetPosition();
|
||||
|
||||
float aspect = (float)SHADOW_MAP_SIZE/(float)SHADOW_MAP_SIZE;
|
||||
float width = SHADOW_MAP_SIZE;
|
||||
float fov = glm::radians(90.0f);
|
||||
|
||||
glm::mat4 shadow_proj = glm::perspectiveFovLH<float>(fov, width, width, view_near, view_far);
|
||||
//glm::mat4 shadow_proj = glm::perspective<float>(fov, 1.0f, view_near, view_far);
|
||||
|
||||
glm::vec3 light_pos = pos_comp.position;
|
||||
|
||||
//GL_TEXTURE_CUBE_MAP_POSITIVE_X - left
|
||||
shad_comp.light_space_view[0] = glm::lookAt(light_pos, light_pos + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
|
||||
//GL_TEXTURE_CUBE_MAP_NEGATIVE_X - right
|
||||
shad_comp.light_space_view[1] = glm::lookAt(light_pos, light_pos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
|
||||
//GL_TEXTURE_CUBE_MAP_POSITIVE_Y - Up
|
||||
shad_comp.light_space_view[2] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
|
||||
//GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - down
|
||||
shad_comp.light_space_view[3] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
|
||||
//GL_TEXTURE_CUBE_MAP_POSITIVE_Z - back
|
||||
shad_comp.light_space_view[4] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, 1.0, 0.0));
|
||||
//GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - forward
|
||||
shad_comp.light_space_view[5] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, 1.0, 0.0));
|
||||
|
||||
shad_comp.light_space_proj = shadow_proj;
|
||||
shad_comp.far_plane = view_far;
|
||||
GetEngine()->ShadowBufferManager()->UpdatePointShadow(shad_comp.shadow_id, shad_comp);
|
||||
}
|
||||
|
||||
|
||||
void HydraPointShadowSourceSystem::_InitialiseShadowMap(HydraID entity_id)
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraTextureBufferManager *tex_man = engine->TextureBufferManager();
|
||||
HydraPointShadowSourceComponent &shad_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
|
||||
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
shad_comp.entity_id = entity_id;
|
||||
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
|
||||
uint32_t depth_texture_id = 0;
|
||||
HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateCubemapShadowFrameBuffer>(HydraThreadAffinity::Render);
|
||||
HydraCreateCubemapShadowFrameBuffer *fb_task = static_cast<HydraCreateCubemapShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
|
||||
fb_task->Initialise(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_id);
|
||||
|
||||
task_scheduler->WaitForTask(create_framebuffer_task_id);
|
||||
shad_comp.shadow_texture_id = depth_texture_id;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
#ifndef HYDRAPOINTSHADOWSOURCESYSTEM
|
||||
#define HYDRAPOINTSHADOWSOURCESYSTEM
|
||||
|
||||
#include "../../engine/HydraObject.h"
|
||||
#include "../HydraSystem.h"
|
||||
#include "../components/HydraPointShadowSourceComponent.h"
|
||||
#include <GLMIncludes.h>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
class HydraPointShadowSourceSystem : public HydraSystem
|
||||
{
|
||||
public:
|
||||
virtual void Initialise() override;
|
||||
protected:
|
||||
void InitialiseComponent(HydraID entity_id) override;
|
||||
void UpdateSystem(float delta_t_seconds) override;
|
||||
private:
|
||||
void _UpdateShadowMap(HydraID entity_id);
|
||||
void _InitialiseShadowMap(HydraID entity_id);
|
||||
std::mutex m_mutex;
|
||||
};
|
||||
|
||||
|
||||
#endif /* HYDRAPOINTSHADOWSOURCESYSTEM */
|
||||
@@ -23,6 +23,7 @@
|
||||
#include "../ecs/systems/HydraLightSystem.h"
|
||||
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
|
||||
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
|
||||
#include "../ecs/systems/HydraPointShadowSourceSystem.h"
|
||||
|
||||
#include "../ecs/components/HydraPositionComponent.h"
|
||||
#include "../ecs/components/HydraMeshComponent.h"
|
||||
@@ -32,6 +33,7 @@
|
||||
#include "../ecs/components/HydraLightComponent.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraPointShadowSourceComponent.h"
|
||||
|
||||
|
||||
#include "../camera/HydraCamera.h"
|
||||
@@ -231,6 +233,7 @@ void HydraEngine::_InitialiseSystems()
|
||||
m_ecs->RegisterComponentType<HydraLightComponent>();
|
||||
m_ecs->RegisterComponentType<HydraDirectionalShadowSourceComponent>();
|
||||
m_ecs->RegisterComponentType<HydraSpotShadowSourceComponent>();
|
||||
m_ecs->RegisterComponentType<HydraPointShadowSourceComponent>();
|
||||
|
||||
m_mesh_system = m_ecs->RegisterSystem<HydraMeshSystem>();
|
||||
m_transform_system = m_ecs->RegisterSystem<HydraTransformSystem>();
|
||||
@@ -239,6 +242,8 @@ void HydraEngine::_InitialiseSystems()
|
||||
m_light_system = m_ecs->RegisterSystem<HydraLightSystem>();
|
||||
m_directional_shadow_system = m_ecs->RegisterSystem<HydraDirectionalShadowSourceSystem>();
|
||||
m_spot_shadow_system = m_ecs->RegisterSystem<HydraSpotShadowSourceSystem>();
|
||||
m_point_shadow_system = m_ecs->RegisterSystem<HydraPointShadowSourceSystem>();
|
||||
|
||||
|
||||
HydraSignature mesh_sig;
|
||||
HydraSignature trans_sig;
|
||||
@@ -247,6 +252,7 @@ void HydraEngine::_InitialiseSystems()
|
||||
HydraSignature light_sig;
|
||||
HydraSignature directional_shadow_sig;
|
||||
HydraSignature spot_shadow_sig;
|
||||
HydraSignature point_shadow_sig;
|
||||
|
||||
mesh_sig.set(m_ecs->GetComponentType<HydraMeshComponent>(),true);
|
||||
trans_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(),true);
|
||||
@@ -264,6 +270,10 @@ void HydraEngine::_InitialiseSystems()
|
||||
spot_shadow_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
|
||||
spot_shadow_sig.set(m_ecs->GetComponentType<HydraSpotShadowSourceComponent>(), true);
|
||||
|
||||
point_shadow_sig.set(m_ecs->GetComponentType<HydraLightComponent>(), true);
|
||||
point_shadow_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
|
||||
point_shadow_sig.set(m_ecs->GetComponentType<HydraPointShadowSourceComponent>(), true);
|
||||
|
||||
m_ecs->SetSystemSignature<HydraMeshSystem>(mesh_sig);
|
||||
m_ecs->SetSystemSignature<HydraTransformSystem>(trans_sig);
|
||||
m_ecs->SetSystemSignature<HydraRenderSystem>(render_sig);
|
||||
@@ -271,6 +281,7 @@ void HydraEngine::_InitialiseSystems()
|
||||
m_ecs->SetSystemSignature<HydraLightSystem>(light_sig);
|
||||
m_ecs->SetSystemSignature<HydraDirectionalShadowSourceSystem>(directional_shadow_sig);
|
||||
m_ecs->SetSystemSignature<HydraSpotShadowSourceSystem>(spot_shadow_sig);
|
||||
m_ecs->SetSystemSignature<HydraPointShadowSourceSystem>(point_shadow_sig);
|
||||
|
||||
}
|
||||
|
||||
@@ -305,9 +316,15 @@ void HydraEngine::_InitialiseSystems()
|
||||
HydraID update_spot_shadow_id = m_task_scheduler->CreateTask<HydraUpdateSystemTask>(HydraThreadAffinity::General, shadow_barrier);
|
||||
HydraUpdateSystemTask* update_spot_shadow_task = static_cast<HydraUpdateSystemTask*>(m_task_scheduler->GetTask(update_spot_shadow_id));
|
||||
update_spot_shadow_task->Initialise(m_delta_t, m_spot_shadow_system);
|
||||
|
||||
HydraID update_point_shadow_id = m_task_scheduler->CreateTask<HydraUpdateSystemTask>(HydraThreadAffinity::General, shadow_barrier);
|
||||
HydraUpdateSystemTask* update_point_shadow_task = static_cast<HydraUpdateSystemTask*>(m_task_scheduler->GetTask(update_point_shadow_id));
|
||||
update_point_shadow_task->Initialise(m_delta_t, m_point_shadow_system);
|
||||
|
||||
|
||||
m_task_scheduler->StartTask(update_shadow_id);
|
||||
m_task_scheduler->StartTask(update_spot_shadow_id);
|
||||
m_task_scheduler->StartTask(update_point_shadow_id);
|
||||
m_task_scheduler->WaitForBarrier(shadow_barrier);
|
||||
|
||||
m_shadow_buffer_manager->UpdateShadowBuffer();
|
||||
|
||||
@@ -28,6 +28,7 @@ class HydraLightSystem;
|
||||
class HydraDirectionalShadowSourceSystem;
|
||||
class HydraSpotShadowSourceSystem;
|
||||
class HydraShadowBufferManager;
|
||||
class HydraPointShadowSourceSystem;
|
||||
|
||||
class CLASS_DEFINE HydraEngine : public HydraObject
|
||||
{
|
||||
@@ -98,7 +99,7 @@ private:
|
||||
std::shared_ptr<HydraLightSystem> m_light_system;
|
||||
std::shared_ptr<HydraDirectionalShadowSourceSystem> m_directional_shadow_system;
|
||||
std::shared_ptr<HydraSpotShadowSourceSystem> m_spot_shadow_system;
|
||||
|
||||
std::shared_ptr<HydraPointShadowSourceSystem> m_point_shadow_system;
|
||||
|
||||
bool m_running = true;
|
||||
float m_delta_t = 0.0f;
|
||||
|
||||
@@ -14,7 +14,9 @@
|
||||
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
|
||||
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
|
||||
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
|
||||
#include "../ecs/systems/HydraPointShadowSourceSystem.h"
|
||||
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
|
||||
#include "../ecs/components/HydraPointShadowSourceComponent.h"
|
||||
#include "../mesh/StandardVertex.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../actor/HydraOutputActor.h"
|
||||
@@ -237,6 +239,7 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
HydraID light_buffer_id = buffer_manager->FindBuffer("LightBuffer");
|
||||
HydraID directional_shadow_buffer_id = buffer_manager->FindBuffer("DirectionalShadowBuffer");
|
||||
HydraID spot_shadow_buffer_id = buffer_manager->FindBuffer("SpotShadowBuffer");
|
||||
HydraID point_shadow_buffer_id = buffer_manager->FindBuffer("PointShadowBuffer");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
shader_binding.block_name.push_back("position_buffer");
|
||||
@@ -274,6 +277,11 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
shader_binding.buffer_id.push_back(spot_shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("point_shadow_map_sets");
|
||||
shader_binding.binding_point.push_back(7);
|
||||
shader_binding.buffer_id.push_back(point_shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
render_stage->Initialise(shader_path + "deferred_output_shader.vert",
|
||||
shader_path + "deferred_output_shader.frag", "",
|
||||
shader_binding,
|
||||
@@ -288,7 +296,7 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
|
||||
void HydraDeferredPipeline::_CreateTextureDebugOutputStage()
|
||||
{
|
||||
HydraRenderStage* render_stage = new HydraRenderStage();
|
||||
HydraRenderStage* render_stage = new HydraRenderStage();
|
||||
std::string shader_path = std::string(shader_base);
|
||||
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "../ecs/systems/HydraRenderSystem.h"
|
||||
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
|
||||
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
|
||||
#include "../ecs/systems/HydraPointShadowSourceSystem.h"
|
||||
#include "../ecs/components/HydraLightComponent.h"
|
||||
#include "../mesh/StandardVertex.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
@@ -20,10 +21,11 @@
|
||||
|
||||
void HydraShadowPipeline::Initialise()
|
||||
{
|
||||
m_render_stages.resize(2);
|
||||
m_render_stages.resize(3);
|
||||
_CreateUBOs();
|
||||
_CreateDirectionalRenderStage();
|
||||
_CreateSpotRenderStage();
|
||||
_CreatePointRenderStage();
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::Shutdown()
|
||||
@@ -40,9 +42,33 @@ void HydraShadowPipeline::Render()
|
||||
|
||||
_RenderDirectionalShadowMaps();
|
||||
_RenderSpotShadowMaps();
|
||||
_RenderPointShadowMaps();
|
||||
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_RenderPointShadowMaps()
|
||||
{
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
|
||||
std::shared_ptr<HydraPointShadowSourceSystem> shadow_system = ecs->GetSystem<HydraPointShadowSourceSystem>();
|
||||
|
||||
for (HydraID entity_id : shadow_system->Entities)
|
||||
{
|
||||
HydraPointShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraPointShadowSourceComponent>(entity_id);
|
||||
HydraLightComponent light_comp = GetEngine()->ECS()->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
_UpdateUBO(light_comp.shadow_map_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
|
||||
|
||||
float depth_value = 1.0f;
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_render_stages[POINT_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void HydraShadowPipeline::_RenderDirectionalShadowMaps()
|
||||
{
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
@@ -58,9 +84,7 @@ void HydraShadowPipeline::_RenderDirectionalShadowMaps()
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
|
||||
|
||||
float depth_value = 1.0f;
|
||||
float clear_colour[] = {0,0,0};
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_COLOR, 0, clear_colour);
|
||||
m_render_stages[DIRECTIONAL_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
@@ -81,14 +105,66 @@ void HydraShadowPipeline::_RenderSpotShadowMaps()
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
|
||||
|
||||
float depth_value = 1.0f;
|
||||
float clear_colour[] = {0,0,0};
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
|
||||
glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_COLOR, 0, clear_colour);
|
||||
m_render_stages[SPOT_RENDER_STAGE]->Render(render_system->Entities, INVALID_HYDRA_ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_CreatePointRenderStage()
|
||||
{
|
||||
HydraRenderStage *render_stage = new HydraRenderStage();
|
||||
std::string shader_path = std::string(shader_base);
|
||||
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
|
||||
|
||||
HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
|
||||
HydraID mat_buffer_id = buffer_manager->FindBuffer("MaterialBuffer");
|
||||
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
|
||||
HydraID shadow_buffer_id = buffer_manager->FindBuffer("PointShadowBuffer");
|
||||
HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
|
||||
shader_binding.block_name.push_back("positions_buffer");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(pos_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("material_buffer");
|
||||
shader_binding.binding_point.push_back(2);
|
||||
shader_binding.buffer_id.push_back(mat_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("texture_buffer");
|
||||
shader_binding.binding_point.push_back(3);
|
||||
shader_binding.buffer_id.push_back(tex_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("point_shadow_map_sets");
|
||||
shader_binding.binding_point.push_back(7);
|
||||
shader_binding.buffer_id.push_back(shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("shadow_per_frame");
|
||||
shader_binding.binding_point.push_back(1);
|
||||
shader_binding.buffer_id.push_back(per_frame_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
std::vector<uint32_t> textures;
|
||||
|
||||
render_stage->Initialise(shader_path + "shadow_point_shader.vert",
|
||||
shader_path + "shadow_point_shader.frag",
|
||||
shader_path + "shadow_point_shader.geom",
|
||||
shader_binding,
|
||||
0,
|
||||
textures,
|
||||
true,
|
||||
GL_BACK,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages[POINT_RENDER_STAGE] = render_stage;
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_CreateDirectionalRenderStage()
|
||||
{
|
||||
HydraRenderStage *render_stage = new HydraRenderStage();
|
||||
@@ -137,7 +213,7 @@ void HydraShadowPipeline::_CreateDirectionalRenderStage()
|
||||
0,
|
||||
textures,
|
||||
true,
|
||||
GL_FRONT,
|
||||
GL_BACK,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages[DIRECTIONAL_RENDER_STAGE] = render_stage;
|
||||
@@ -191,7 +267,7 @@ void HydraShadowPipeline::_CreateSpotRenderStage()
|
||||
0,
|
||||
textures,
|
||||
true,
|
||||
GL_FRONT,
|
||||
GL_BACK,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages[SPOT_RENDER_STAGE] = render_stage;
|
||||
|
||||
@@ -20,14 +20,17 @@ class HydraShadowPipeline : public HydraPipeline
|
||||
void _CreateUBOs();
|
||||
void _CreateSpotRenderStage();
|
||||
void _CreateDirectionalRenderStage();
|
||||
void _CreatePointRenderStage();
|
||||
void _UpdateUBO(uint32_t shadow_idx);
|
||||
void _BindFrameBufferAttachments(HydraID entity_id);
|
||||
void _RenderDirectionalShadowMaps();
|
||||
void _RenderPointShadowMaps();
|
||||
void _RenderSpotShadowMaps();
|
||||
|
||||
HydraID m_per_frame_ubo = INVALID_HYDRA_ID;
|
||||
const uint32_t DIRECTIONAL_RENDER_STAGE = 0;
|
||||
const uint32_t SPOT_RENDER_STAGE = 1;
|
||||
const uint32_t POINT_RENDER_STAGE = 2;
|
||||
|
||||
|
||||
};
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
#ifndef HYDRACREATECUBEMAPSHADOWFRAMEBUFFER
|
||||
#define HYDRACREATECUBEMAPSHADOWFRAMEBUFFER
|
||||
|
||||
#include "../HydraTask.h"
|
||||
#include "../../engine/HydraEngine.h"
|
||||
#include "../../renderer/HydraRenderer.h"
|
||||
#include <GLMIncludes.h>
|
||||
#include "../../GlewIncludes.h"
|
||||
#include "../../buffer/HydraTextureBufferManager.h"
|
||||
|
||||
class HydraCreateCubemapShadowFrameBuffer : public HydraTask
|
||||
{
|
||||
private:
|
||||
uint32_t *m_texture_id = 0;
|
||||
uint32_t *m_depth_texture_id = 0;
|
||||
uint32_t *m_frame_buffer_id = nullptr;
|
||||
|
||||
protected:
|
||||
public:
|
||||
void Process() override
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
|
||||
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
|
||||
HydraRenderSettings render_settings = engine->RenderSettings();
|
||||
|
||||
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
|
||||
|
||||
*m_depth_texture_id = tex_buffer_manager->CreateCubemapTexture("shadow_depth_buffer",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_DEPTH_COMPONENT32F,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST);
|
||||
|
||||
HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
|
||||
glCreateFramebuffers(1, m_frame_buffer_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
|
||||
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
std::cout << "Framebuffer error: " << status << std::endl;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_CUBE_MAP);
|
||||
}
|
||||
void Initialise(uint32_t *texture_id, uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
|
||||
{
|
||||
m_texture_id = texture_id;
|
||||
m_frame_buffer_id = frame_buffer_id;
|
||||
m_depth_texture_id = depth_texture_id;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
#endif /* HYDRACREATECUBEMAPSHADOWFRAMEBUFFER */
|
||||
@@ -25,14 +25,14 @@ public:
|
||||
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
|
||||
HydraRenderSettings render_settings = engine->RenderSettings();
|
||||
|
||||
*m_texture_id = tex_buffer_manager->CreateTexture("shadow_FB",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_RGBA8,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
1);
|
||||
// *m_texture_id = tex_buffer_manager->CreateTexture("shadow_FB",
|
||||
// SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
// GL_RGBA8,
|
||||
// GL_NEAREST,
|
||||
// GL_NEAREST,
|
||||
// 1);
|
||||
|
||||
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
|
||||
// HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
|
||||
|
||||
*m_depth_texture_id = tex_buffer_manager->CreateTexture("shadow_depth_buffer",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
@@ -45,8 +45,8 @@ public:
|
||||
glGenFramebuffers(1, m_frame_buffer_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
|
||||
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
// FIX 1: Set explicit filters for the depth texture to prevent incomplete attachment
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
@@ -58,14 +58,14 @@ public:
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTextureParameterfv(depth_texture.gl_tex_id, GL_TEXTURE_BORDER_COLOR, &border[0]);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
|
||||
//glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
|
||||
|
||||
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
// glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
// glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
|
||||
|
||||
GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
|
||||
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 1, draw_buffers);
|
||||
// GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
|
||||
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 0, nullptr);
|
||||
|
||||
GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
|
||||
Reference in New Issue
Block a user