Directional Shdaows, no alpha
This commit is contained in:
@@ -11,13 +11,14 @@ bool HydraGame::Initialise()
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m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
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GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.25f, 0.0f, 0.0f);
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GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 5.0f, 10.0f));
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GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f);
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// m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
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// GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
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// GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.5f, 0.0f, 0.0f);
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// GetEngine()->ActorManager()->SetPosition(m_other_light_id, glm::dvec3(5.0f, 4.0f, 5.0f));
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// m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
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// GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
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// GetEngine()->ActorManager()->SetOrientation(m_other_light_id, 0.4f, 0.5f, 0.0f);
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@@ -25,6 +26,10 @@ bool HydraGame::Initialise()
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// //1.570796327f
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// //3.141592654f
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m_cube_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_cube_actor_id);
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GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, 1.0, 0));
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m_plane_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlaneActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_plane_actor_id);
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GetEngine()->ActorManager()->SetPosition(m_plane_actor_id, glm::dvec3(0, 0, 0));
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@@ -34,13 +39,17 @@ bool HydraGame::Initialise()
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// GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, -2, 0));
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// GetEngine()->ActorManager()->SetRelationship(m_plane_actor_id, m_cube_actor_id);
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m_gltf_id = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/AntiqueCamera.glb");
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m_gltf_id = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/Tree1.glb");
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GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
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GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 0));
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m_gltf_id1 = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/Tree1.glb");
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GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
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GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 500));
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m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>();
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GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id);
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GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 4, 4));
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GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 2, 2));
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GetEngine()->PossessPlayer(m_player_actor_id);
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GetEngine()->Camera()->AttachToActor(m_player_actor_id);
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@@ -61,7 +70,7 @@ void HydraGame::Update(float delta_t_seconds)
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// }
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m_angle += m_diff;
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//GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.2, m_angle, 0);
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GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, m_angle/2.0f, 0);
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// GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0);
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// GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0);
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}
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@@ -15,6 +15,7 @@ class HydraGame : public HydraGameProxy
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HydraID m_sun_light_id = INVALID_HYDRA_ID;
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HydraID m_other_light_id = INVALID_HYDRA_ID;
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HydraID m_gltf_id = INVALID_HYDRA_ID;
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HydraID m_gltf_id1 = INVALID_HYDRA_ID;
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float m_time = 0;
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float m_angle = 0;
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float m_diff = 0.005;
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@@ -10,6 +10,8 @@
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#include "../source/actor/HydraDirectionalLightActor.h"
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#include "../source/actor/HydraPointLightActor.h"
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#include "../source/actor/HydraSpotLightActor.h"
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#include "../source/actor/HydraTestCubeActor.h"
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#include "../source/camera/HydraCamera.h"
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#include <GLMIncludes.h>
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@@ -42,7 +42,7 @@ const uint32_t MAX_TEXTURES = 1000;
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const uint32_t MAX_ACTORS = 10000;
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const uint32_t MAX_LIGHTS = 500;
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const uint32_t MAX_SHADOWS = 10;
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const uint32_t SHADOW_MAP_SIZE = 1024;
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const uint32_t SHADOW_MAP_SIZE = 4096;
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enum class HYDRA_RENDERABLE_TYPE
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@@ -51,7 +51,8 @@ enum class HYDRA_RENDERABLE_TYPE
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HYDRA_SHADOW,
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HYDRA_TRANSPARENT,
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HYDRA_LIGHTING,
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HYDRA_OUTPUT
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HYDRA_OUTPUT,
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HYDRA_TEXTURE_DEBUG
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};
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enum class HYDRA_BUFFER_TYPE
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@@ -16,8 +16,8 @@ uint HYDRA_LIGHT_DIRECTIONAL = 1;
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uint HYDRA_LIGHT_POINT = 2;
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uint HYDRA_LIGHT_SPOT = 3;
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struct light_structure
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{
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struct LightStructure
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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@@ -29,36 +29,59 @@ struct light_structure
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float cutoff_outer;
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uint entity_id;
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uint light_type;
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uint shadow_map_id;
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uint shadow_caster;
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uint padding0;
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uint padding1;
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};
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struct ShadowMapSet
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{
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uint entity_id;
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uint cascade_count;
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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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layout(binding = 0) uniform uniform_per_frame
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{
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{
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mat4 view;
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mat4 proj;
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vec3 viewer_pos;
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vec3 viewer_pos;
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uint light_count;
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} ubo_per_frame;
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layout(binding = 1) uniform uniform_output_textures
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{
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{
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uint texture_ids[16];
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};
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layout(std430, binding = 1) readonly buffer PositionsBuffer
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layout(std430, 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( std430, binding = 3) readonly buffer TextureBuffer {
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layout( std430, binding = 3) readonly buffer texture_buffer {
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uvec2 textures[1000];
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};
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layout (std430, binding = 4) readonly buffer LightBuffer
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layout (std430, binding = 4) readonly buffer light_buffer
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{
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light_structure lights[500];
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LightStructure lights[500];
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};
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layout (std430, binding = 5) readonly buffer shadow_map_sets
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{
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ShadowMapSet shadows[10];
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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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@@ -116,38 +139,38 @@ vec3 CalculatePBR(vec3 normal, vec3 view_pos, vec3 world_pos,vec3 light_dir, vec
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vec3 N = normalize(normal);
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vec3 V = normalize(view_pos - world_pos);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, diffuse, metallic);
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// calculate per-light radiance
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vec3 L = normalize(light_dir);
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vec3 H = normalize(V + L);
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 numerator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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// for energy conservation, the diffuse and specular light can't
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// be above 1.0 (unless the surface emits light); to preserve this
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// relationship the diffuse component (kD) should equal 1.0 - kS.
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vec3 kD = vec3(1.0) - kS;
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// multiply kD by the inverse metalness such that only non-metals
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// multiply kD by the inverse metalness such that only non-metals
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// have diffuse lighting, or a linear blend if partly metal (pure metals
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// have no diffuse light).
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kD *= 1.0 - metallic;
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kD *= 1.0 - metallic;
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// scale light by NdotL
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float NdotL = max(dot(N, L), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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// add to outgoing radiance Lo
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vec3 Lo = (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
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@@ -155,88 +178,82 @@ vec3 CalculatePBR(vec3 normal, vec3 view_pos, vec3 world_pos,vec3 light_dir, vec
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return Lo;
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}
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vec3 DirectionalShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_dir,
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vec3 light_pos,
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vec3 world_pos,
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vec3 DirectionalShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_dir,
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vec3 light_pos,
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vec3 world_pos,
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vec3 view_pos)
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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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float attenuation = 1.0;
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vec3 radiance = diffuse * attenuation;
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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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}
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vec3 PointShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 PointShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_pos,
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float light_constant,
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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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float light_quadratic,
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vec3 world_pos,
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vec3 view_pos)
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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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float attenuation = 1.0;
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attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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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 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
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return Lo;
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}
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vec3 SpotShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_dir,
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vec3 SpotShading(vec3 normal,
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vec3 diffuse,
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float roughness,
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float metallic,
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float light_intensity,
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vec3 light_dir,
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vec3 light_pos,
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float cutoff,
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float cutoff_outer,
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float cutoff_outer,
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float light_constant,
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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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float light_quadratic,
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vec3 world_pos,
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vec3 view_pos)
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{
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vec3 direction_to_light = normalize(light_pos - world_pos);
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float theta = dot(direction_to_light, light_dir);
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float falloff = 0.0f;
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// if(theta > cutoff)
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// {
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float epsilon = cutoff - cutoff_outer;
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falloff = clamp((theta - cutoff_outer) / epsilon, 0.0, 1.0);
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falloff = clamp((theta - cutoff_outer) / epsilon, 0.0, 1.0);
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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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float attenuation = 1.0;
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attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
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vec3 radiance = diffuse * attenuation * falloff;
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vec3 Lo = CalculatePBR(normal, view_pos, world_pos, direction_to_light, diffuse, radiance, roughness, metallic);
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return Lo;
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@@ -251,6 +268,101 @@ mat3 GetRotationOnlyMatrix(mat4 model_mat)
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return rot_mat;
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}
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float SimpleSampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint shadow_trans_idx)
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{
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vec3 frag_light_space = frag_clip_space.xyz / frag_clip_space.w;
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frag_light_space = (frag_light_space * 0.5) + 0.5;
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float shadow_map_depth = texture(sampler_shadow_map, vec3(frag_light_space.xy, shadow_trans_idx)).r;
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// return frag_light_space.z - shadow_map_depth;
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// return shadow_map_depth ;
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if(frag_light_space.z > shadow_map_depth)
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{
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return 0;
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}
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return 1;
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}
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float SampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint shadow_trans_idx, vec3 normal, vec3 light_dir)
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{
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vec3 frag_light_space = frag_clip_space.xyz / frag_clip_space.w;
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frag_light_space = (frag_light_space * 0.5) + 0.5;
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float shadow_map_depth = texture(sampler_shadow_map, vec3(frag_light_space.xy, shadow_trans_idx)).r;
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// calculate bias (based on depth map resolution and slope)
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float bias = max(0.005 * (1.0 - dot(normal, light_dir)), 0.0001);
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// check whether current frag pos is in shadow
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// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// PCF
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float shadow = 0.0;
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vec2 texel_size = 1.0 / textureSize(sampler_shadow_map, 0).xy;
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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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shadow_map_depth = texture(sampler_shadow_map, vec3(frag_light_space.xy + vec2(x, y) * texel_size, shadow_trans_idx)).r;
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shadow += frag_light_space.z - bias > shadow_map_depth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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// keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
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if(frag_light_space.z > 1.0)
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shadow = 0.0;
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return shadow;
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}
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float CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, vec3 light_dir)
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{
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float shadow = 0;
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//Move the fragment to light space
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vec4 frag_in_light_space = shadows[shadow_idx].light_space_view[5] * world_pos;
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//measure the distance of the fragment from the light
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float frag_distance = length(frag_in_light_space.xyz);
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uint shadow_trans_idx = 0;
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uint ignore_shadow = 0;
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shadow_idx = 0;
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//Work out which shadowmap is appropriate for this distance
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for(uint i = 0; i < 6; i++)
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{
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if(frag_distance <= shadows[shadow_idx].far_plane[i])
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{
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//record the shadow map level
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shadow_trans_idx = i;
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//and indicate that this has a level
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ignore_shadow = 1;
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break;
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}
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}
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if(ignore_shadow == 1)
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{
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vec4 translated_pixel = shadows[shadow_idx].light_space_proj[shadow_trans_idx] *
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shadows[shadow_idx].light_space_view[shadow_trans_idx] *
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world_pos;
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uvec2 shadow_handle = textures[shadows[shadow_idx].shadow_texture_id];
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shadow = SampleShadow(translated_pixel, sampler2DArray(shadow_handle), shadow_trans_idx, normal, light_dir );
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}
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return shadow;
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}
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void main()
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{
|
||||
uvec2 diffuse_handle = textures[texture_ids[DIFFUSE_TEXTURE_ID]];
|
||||
@@ -258,86 +370,88 @@ void main()
|
||||
uvec2 metal_rough_handle = textures[texture_ids[METAL_ROUGH_TEXTURE_ID]];
|
||||
uvec2 world_pos_handle = textures[texture_ids[POSITION_TEXTIURE_ID]];
|
||||
vec4 diffuse = texture(sampler2D(diffuse_handle), vs_out.vsUV.xy);
|
||||
|
||||
|
||||
if(diffuse[3] <= 0.1)
|
||||
{
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 normal = texture(sampler2D(normal_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 metal_rough = texture(sampler2D(metal_rough_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 world_pos = texture(sampler2D(world_pos_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 metal_rough = texture(sampler2D(metal_rough_handle), vs_out.vsUV.xy).xyz;
|
||||
vec3 world_pos = texture(sampler2D(world_pos_handle), vs_out.vsUV.xy).xyz;
|
||||
float rough = metal_rough[1];
|
||||
float metal = metal_rough[2];
|
||||
|
||||
vec3 Lo = vec3(0,0,0);
|
||||
float ao = 1;
|
||||
vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
|
||||
vec3 Lo = ambient;
|
||||
for(int i = 0; i < ubo_per_frame.light_count; i ++)
|
||||
{
|
||||
mat4 model = model_matrix[lights[i].entity_id];
|
||||
mat3 rot_mat = GetRotationOnlyMatrix(model);
|
||||
vec3 light_direction = normalize(rot_mat * vec3(0,0,1));
|
||||
|
||||
|
||||
vec3 light_pos = model[3].xyz;
|
||||
if(lights[i].light_type == HYDRA_LIGHT_DIRECTIONAL)
|
||||
{
|
||||
Lo += DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].intensity, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
|
||||
if(lights[i].shadow_caster == 1)
|
||||
{
|
||||
float shadow = CalculateDirectionalShadow(vec4(world_pos, 1.0), lights[i].shadow_map_id, normal, light_direction);
|
||||
Lo = Lo * vec3(1-shadow);
|
||||
}
|
||||
}
|
||||
else if(lights[i].light_type == HYDRA_LIGHT_POINT)
|
||||
{
|
||||
|
||||
Lo += PointShading(normal,
|
||||
diffuse.xyz,
|
||||
rough,
|
||||
metal,
|
||||
lights[i].intensity,
|
||||
light_pos,
|
||||
Lo += PointShading(normal,
|
||||
diffuse.xyz,
|
||||
rough,
|
||||
metal,
|
||||
lights[i].intensity,
|
||||
light_pos,
|
||||
lights[i].constant,
|
||||
lights[i].linear,
|
||||
lights[i].quadratic,
|
||||
world_pos,
|
||||
lights[i].linear,
|
||||
lights[i].quadratic,
|
||||
world_pos,
|
||||
ubo_per_frame.viewer_pos);
|
||||
}
|
||||
else if(lights[i].light_type == HYDRA_LIGHT_SPOT)
|
||||
{
|
||||
Lo += SpotShading(normal,
|
||||
diffuse.xyz,
|
||||
rough,
|
||||
metal,
|
||||
lights[i].intensity,
|
||||
Lo += SpotShading(normal,
|
||||
diffuse.xyz,
|
||||
rough,
|
||||
metal,
|
||||
lights[i].intensity,
|
||||
light_direction,
|
||||
light_pos,
|
||||
light_pos,
|
||||
lights[i].cutoff,
|
||||
lights[i].cutoff_outer,
|
||||
lights[i].constant,
|
||||
lights[i].linear,
|
||||
lights[i].quadratic,
|
||||
world_pos,
|
||||
lights[i].linear,
|
||||
lights[i].quadratic,
|
||||
world_pos,
|
||||
ubo_per_frame.viewer_pos);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
float lighting = 0;
|
||||
|
||||
|
||||
|
||||
// ambient lighting (note that the next IBL tutorial will replace
|
||||
// ambient lighting (note that the next IBL tutorial will replace
|
||||
// this ambient lighting with environment lighting).
|
||||
float ao = 1;
|
||||
vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
|
||||
|
||||
|
||||
vec3 output_color = Lo + ambient;
|
||||
vec3 output_color = Lo;
|
||||
|
||||
// HDR tonemapping
|
||||
output_color = output_color / (output_color + vec3(1.0));
|
||||
// gamma correct
|
||||
output_color = pow(output_color, vec3(1.0/2.1));
|
||||
output_color = pow(output_color, vec3(1.0/2.1));
|
||||
|
||||
uFragColor = vec4(output_color, 1.0);
|
||||
// float light = dot(lights[0].light_direction, normal);
|
||||
|
||||
// uFragColor = vec4(diffuse.xyz * light,1);
|
||||
|
||||
|
||||
// uFragColor = vec4(normal, 1);
|
||||
}
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@ layout(binding = 0) uniform uniform_per_frame
|
||||
uint light_count;
|
||||
} ubo_per_frame;
|
||||
|
||||
layout(std430, binding = 1) readonly buffer PositionsBuffer
|
||||
layout(std430, binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
@@ -16,12 +16,12 @@ struct MaterialStore
|
||||
uint padding[1];
|
||||
};
|
||||
|
||||
layout(binding = 2, std430) readonly buffer MaterialBuffer
|
||||
layout(binding = 2, std430) readonly buffer material_buffer
|
||||
{
|
||||
MaterialStore materials[1000];
|
||||
};
|
||||
|
||||
layout( std430, binding = 3) readonly buffer TextureBuffer {
|
||||
layout( std430, binding = 3) readonly buffer texture_buffer {
|
||||
uvec2 textures[1000];
|
||||
};
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@ layout(binding = 0) uniform uniform_per_frame
|
||||
uint light_count;
|
||||
} ubo_per_frame;
|
||||
|
||||
layout(std430, binding = 1) readonly buffer PositionsBuffer
|
||||
layout(std430, binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
@@ -26,7 +26,6 @@ layout (location=0) in VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
vec4 vsWorldPos;
|
||||
vec4 normal;
|
||||
flat uint vsChunkID;
|
||||
flat uint vsMaterialID;
|
||||
}vs_out;
|
||||
|
||||
@@ -1,15 +1,62 @@
|
||||
//*PIXEL*
|
||||
#version 450
|
||||
#version 460
|
||||
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_ARB_bindless_texture : require
|
||||
|
||||
const uint DIRECTIONAL_LIGHT = 1;
|
||||
const uint POINT_LIGHT = 2;
|
||||
const uint SPOT_LIGHT = 3;
|
||||
uint INVALID_HYDRA_ID = 4294967295;
|
||||
|
||||
struct MaterialStore
|
||||
{
|
||||
vec4 diffuse_colour;
|
||||
vec4 matalic_rough;
|
||||
uint diffuse_texture_id;
|
||||
uint metallic_rough_texture_id;
|
||||
uint normal_texture_id;
|
||||
uint padding[1];
|
||||
};
|
||||
|
||||
layout(std430, binding = 2) readonly buffer material_buffer
|
||||
{
|
||||
MaterialStore materials[1000];
|
||||
};
|
||||
|
||||
layout(std430, binding = 3) readonly buffer texture_buffer
|
||||
{
|
||||
uvec2 textures[1000];
|
||||
};
|
||||
|
||||
layout (location=0) in GEOM_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}geom_out;
|
||||
|
||||
layout (location=0) out vec4 output_colour;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
//gl_FragDepth = gl_FragCoord.z;
|
||||
MaterialStore mat = materials[geom_out.vsMaterialID];
|
||||
vec4 diffuse_val = mat.diffuse_colour;
|
||||
|
||||
output_colour = vec4(1,0,0,1);
|
||||
|
||||
// if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
|
||||
// {
|
||||
// output_colour = vec4(0,1,0,1);
|
||||
// uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
|
||||
// diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), geom_out.vsUV.xy);
|
||||
// output_colour = diffuse_val;
|
||||
// }
|
||||
|
||||
// if(diffuse_val[3] <= 0.4)
|
||||
// {
|
||||
// discard;
|
||||
// }
|
||||
// Calculate the accurate, unclamped distance from the light source
|
||||
// output_colour = diffuse_val;
|
||||
// output_colour = vec4(geom_out.vsUV, 1,1);
|
||||
|
||||
}
|
||||
|
||||
@@ -22,20 +22,40 @@ layout(binding = 0) uniform shadow_per_frame
|
||||
uint shadow_idxs;
|
||||
};
|
||||
|
||||
layout(std430, binding = 5) readonly buffer ShadowMapSets
|
||||
layout(std430, binding = 5) readonly buffer shadow_map_sets
|
||||
{
|
||||
ShadowMapSet shadows[10];
|
||||
};
|
||||
|
||||
|
||||
layout (location=0) in VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}vs_in[];
|
||||
|
||||
layout (location=0) out GEOM_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}geom_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
{
|
||||
mat4 view = shadows[shadow_idxs].light_space_view[gl_InvocationID];
|
||||
mat4 proj = shadows[shadow_idxs].light_space_proj[gl_InvocationID];
|
||||
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
gl_Position = shadows[shadow_idxs].light_space_proj[gl_InvocationID] *
|
||||
shadows[shadow_idxs].light_space_view[gl_InvocationID] *
|
||||
gl_in[i].gl_Position;
|
||||
gl_Layer = gl_InvocationID;
|
||||
EmitVertex();
|
||||
vec4 clip_space_pos = proj * view * gl_in[i].gl_Position;
|
||||
|
||||
gl_Position = clip_space_pos;
|
||||
|
||||
geom_out.vsMaterialID = vs_in[gl_InvocationID].vsMaterialID;
|
||||
geom_out.vsUV = vs_in[gl_InvocationID].vsUV;
|
||||
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
//*VERTEX*
|
||||
#version 450
|
||||
#extension GL_EXT_buffer_reference : enable
|
||||
#version 460
|
||||
|
||||
layout(binding = 1) readonly buffer PositionsBuffer
|
||||
|
||||
layout(binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
@@ -14,10 +14,19 @@ layout (location = 3) in vec3 inNormal; //8 Bytes : 12
|
||||
layout (location = 4) in vec3 inBiTangent;
|
||||
layout (location = 5) in vec3 inTangent;
|
||||
|
||||
layout (location=0) out VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
flat uint vsMaterialID;
|
||||
}vs_out;
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
{
|
||||
uint chunkid = inChunkID[0];
|
||||
mat4 model = model_matrix[chunkid];
|
||||
gl_Position = model * vec4(inPos, 1.0);
|
||||
vs_out.vsUV = inUV;
|
||||
vs_out.vsMaterialID = inChunkID[1];
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
//*PIXEL*
|
||||
#version 450
|
||||
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_ARB_bindless_texture : enable
|
||||
|
||||
const uint DIRECTIONAL_LIGHT = 1;
|
||||
const uint POINT_LIGHT = 2;
|
||||
const uint SPOT_LIGHT = 3;
|
||||
|
||||
layout( std430, binding = 3) readonly buffer texture_buffer {
|
||||
uvec2 textures[1000];
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform uniform_per_frame
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
uint shadow_texture_id;
|
||||
vec3 padding0;
|
||||
};
|
||||
|
||||
layout (location=0) in VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
};
|
||||
|
||||
|
||||
layout (location=0) out vec4 output_colour;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 shadow_handle = textures[shadow_texture_id];
|
||||
float colour = texture(sampler2DArray(shadow_handle), vec3(vsUV, 0)).r;
|
||||
//colour = (1.0 - (1.0 - colour) * 1.4);
|
||||
output_colour = vec4(colour, colour, colour, 1.0);
|
||||
//output_colour = vec4(1,0,0,1);
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
//*VERTEX*
|
||||
#version 450
|
||||
#extension GL_EXT_buffer_reference : enable
|
||||
|
||||
layout(binding = 1) readonly buffer positions_buffer
|
||||
{
|
||||
mat4 model_matrix[];
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform uniform_per_frame
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
uint shadow_texture_id;
|
||||
vec3 padding0;
|
||||
};
|
||||
|
||||
|
||||
layout (location = 0) in vec3 inPos; //12 bytes : 0
|
||||
layout (location = 1) in vec2 inUV; //8 Bytes : 12
|
||||
layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
|
||||
layout (location = 3) in vec3 inNormal; //8 Bytes : 12
|
||||
layout (location = 4) in vec3 inBiTangent;
|
||||
layout (location = 5) in vec3 inTangent;
|
||||
|
||||
layout (location=0) out VS_OUT
|
||||
{
|
||||
vec2 vsUV;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
uint chunkid = inChunkID[0];
|
||||
mat4 model = model_matrix[chunkid];
|
||||
gl_Position = proj * view * vec4(inPos, 1.0);
|
||||
vsUV = inUV;
|
||||
}
|
||||
@@ -23,7 +23,7 @@ void HydraDirectionalLightActor::InitialiseComponents()
|
||||
|
||||
|
||||
light_comp.diffuse = glm::vec4(1,1,1,1);
|
||||
light_comp.intensity = 1000.0f;
|
||||
light_comp.intensity = 10000.0f;
|
||||
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_DIRECTIONAL);
|
||||
light_comp.entity_id = GetID();
|
||||
|
||||
|
||||
@@ -0,0 +1,208 @@
|
||||
#include "HydraTestCubeActor.h"
|
||||
#include "../engine/HydraEngine.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../task/HydraTask.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/components/HydraPositionComponent.h"
|
||||
#include "../ecs/components/HydraMeshComponent.h"
|
||||
#include "../ecs/components/HydraRenderableComponent.h"
|
||||
#include "../ecs/components/HydraMaterialComponent.h"
|
||||
#include "../buffer/HydraMaterialBufferManager.h"
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraMaterialBuffer.h"
|
||||
#include "../mesh/HydraMeshManager.h"
|
||||
#include "../mesh/HydraMesh.h"
|
||||
|
||||
void HydraTestCubeActor::InitialiseComponents()
|
||||
{
|
||||
// HydraECS* ecs = GetEngine()->ECS();
|
||||
// HydraID entity_id = ecs->CreateEntity();
|
||||
_CreatePosition();
|
||||
// _CreatePhysics();
|
||||
|
||||
_CreateMaterial();
|
||||
_CreateMesh();
|
||||
_CreateRenderableComponent();
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::DeferredInitialiseComponents()
|
||||
{
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreatePosition()
|
||||
{
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
HydraPositionComponent position_component;
|
||||
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreateMesh()
|
||||
{
|
||||
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
|
||||
HydraID mesh_id = mesh_manager->CreateMesh();
|
||||
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
|
||||
|
||||
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
|
||||
|
||||
mesh->vertexes.resize(24);
|
||||
mesh->indexes.resize(36);
|
||||
|
||||
float scale_x = 1.0f;
|
||||
float scale_y = 1.0f;
|
||||
float scale_z = 1.0f;
|
||||
|
||||
float min_x = -0.5f * scale_x;
|
||||
float min_y = -0.5f * scale_y;
|
||||
float min_z = -0.5f * scale_z;
|
||||
|
||||
float max_x = 0.5f * scale_x;
|
||||
float max_y = 0.5f * scale_y;
|
||||
float max_z = 0.5f * scale_z;
|
||||
|
||||
float min_u = 1;
|
||||
float min_v = 1;
|
||||
|
||||
float max_u = 0;
|
||||
float max_v = 0;
|
||||
|
||||
// 1---2 5---6
|
||||
//| / | | / |
|
||||
// 0---3 4---7
|
||||
|
||||
HydraID actor_id = GetID();
|
||||
mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
// Face 0
|
||||
mesh->indexes[0] = 0;
|
||||
mesh->indexes[1] = 1;
|
||||
mesh->indexes[2] = 2;
|
||||
|
||||
mesh->indexes[3] = 0;
|
||||
mesh->indexes[4] = 2;
|
||||
mesh->indexes[5] = 3;
|
||||
|
||||
mesh->vertexes[4] = {max_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[5] = {max_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[6] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[7] = {max_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[6] = 4;
|
||||
mesh->indexes[7] = 5;
|
||||
mesh->indexes[8] = 6;
|
||||
|
||||
mesh->indexes[9] = 4;
|
||||
mesh->indexes[10] = 6;
|
||||
mesh->indexes[11] = 7;
|
||||
|
||||
// Back Face
|
||||
mesh->vertexes[8] = {max_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[9] = {max_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[10] = {min_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[11] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[12] = 8;
|
||||
mesh->indexes[13] = 9;
|
||||
mesh->indexes[14] = 10;
|
||||
|
||||
mesh->indexes[15] = 8;
|
||||
mesh->indexes[16] = 10;
|
||||
mesh->indexes[17] = 11;
|
||||
|
||||
mesh->vertexes[12] = {min_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[13] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[14] = {min_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[15] = {min_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[18] = 12;
|
||||
mesh->indexes[19] = 13;
|
||||
mesh->indexes[20] = 14;
|
||||
|
||||
mesh->indexes[21] = 12;
|
||||
mesh->indexes[22] = 14;
|
||||
mesh->indexes[23] = 15;
|
||||
|
||||
mesh->vertexes[16] = {min_x, max_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[17] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[18] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[19] = {max_x, max_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[24] = 16;
|
||||
mesh->indexes[25] = 17;
|
||||
mesh->indexes[26] = 18;
|
||||
|
||||
mesh->indexes[27] = 16;
|
||||
mesh->indexes[28] = 18;
|
||||
mesh->indexes[29] = 19;
|
||||
|
||||
mesh->vertexes[20] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[21] = {max_x, min_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[22] = {max_x, min_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
|
||||
mesh->vertexes[23] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
|
||||
|
||||
mesh->indexes[30] = 20;
|
||||
mesh->indexes[31] = 21;
|
||||
mesh->indexes[32] = 22;
|
||||
|
||||
mesh->indexes[33] = 20;
|
||||
mesh->indexes[34] = 22;
|
||||
mesh->indexes[35] = 23;
|
||||
|
||||
mesh_manager->CalculateNormals(mesh->mesh_id);
|
||||
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
HydraMeshComponent mesh_comp;
|
||||
|
||||
mesh_comp.mesh_id = mesh_id;
|
||||
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
|
||||
|
||||
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreateMaterial()
|
||||
{
|
||||
|
||||
HydraEngine *engine = GetEngine();
|
||||
std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo.png");
|
||||
|
||||
HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
|
||||
|
||||
HydraMaterialBuffer material = {};
|
||||
|
||||
material.diffuse_texture_id = tex_id;
|
||||
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
|
||||
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
|
||||
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
|
||||
|
||||
HydraMaterialComponent mat_comp = {};
|
||||
mat_comp.material_id = mat_id;
|
||||
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
|
||||
}
|
||||
|
||||
void HydraTestCubeActor::_CreatePhysics()
|
||||
{
|
||||
// HydraECSPhysicsComponent physics_component;
|
||||
// physics_component.physics_state = Hydra_State::Waiting;
|
||||
// physics_component.physics_definition.actor_id = GetID();
|
||||
// physics_component.physics_definition.physics_type = HydraPhyicsType::Static;
|
||||
// physics_component.physics_definition.physics_shape = HydraPhysicsShape::HydraBoxShape;
|
||||
// physics_component.physics_definition.mass = 100000.0f;
|
||||
// physics_component.physics_definition.extent_x = 1000.0f;
|
||||
// physics_component.physics_definition.extent_y = 0.5f;
|
||||
// physics_component.physics_definition.extent_z = 1000.0f;
|
||||
// physics_component.physics_definition.dynamic_friction = 0.5f;
|
||||
// physics_component.physics_definition.restitution = 0.5f;
|
||||
|
||||
// HydraECS* ecs = GetEngine()->ECS();
|
||||
|
||||
// ecs->AddComponent<HydraECSPhysicsComponent>(GetID(), physics_component);
|
||||
}
|
||||
void HydraTestCubeActor::_CreateRenderableComponent()
|
||||
{
|
||||
HydraRenderableComponent render_comp;
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
|
||||
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
#ifndef HYDRATESTCUBEACTOR
|
||||
#define HYDRATESTCUBEACTOR
|
||||
|
||||
|
||||
#include "HydraActor.h"
|
||||
|
||||
class CLASS_DEFINE HydraTestCubeActor : public HydraActor
|
||||
{
|
||||
private:
|
||||
double m_scale = 1.0;
|
||||
double m_widthscale = 1.0f;
|
||||
HydraID m_material_component = INVALID_HYDRA_ID;
|
||||
HydraID m_position_component = INVALID_HYDRA_ID;
|
||||
HydraID m_mesh_component = INVALID_HYDRA_ID;
|
||||
protected:
|
||||
void _CreatePosition();
|
||||
void _CreateMesh();
|
||||
void _CreateMaterial();
|
||||
void _CreatePhysics();
|
||||
void _CreateRenderableComponent();
|
||||
public:
|
||||
virtual void InitialiseComponents();
|
||||
virtual void DeferredInitialiseComponents();
|
||||
virtual void Destroy(){}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#endif /* HYDRATESTCUBEACTOR */
|
||||
@@ -0,0 +1,87 @@
|
||||
#include "HydraTextureDebugActor.h"
|
||||
#include "../engine/HydraEngine.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../task/HydraTask.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/components/HydraPositionComponent.h"
|
||||
#include "../ecs/components/HydraMeshComponent.h"
|
||||
#include "../ecs/components/HydraRenderableComponent.h"
|
||||
#include "../ecs/components/HydraMaterialComponent.h"
|
||||
#include "../buffer/HydraMaterialBufferManager.h"
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraMaterialBuffer.h"
|
||||
#include "../mesh/HydraMeshManager.h"
|
||||
#include "../mesh/HydraMesh.h"
|
||||
|
||||
|
||||
|
||||
void HydraTextureDebugActor::_CreateMesh()
|
||||
{
|
||||
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
|
||||
HydraID mesh_id = mesh_manager->CreateMesh();
|
||||
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
|
||||
|
||||
mesh->vertexes.resize(4);
|
||||
mesh->indexes.resize(6);
|
||||
|
||||
float scale_x = 1.0f;
|
||||
float scale_y = 1.0f;
|
||||
float scale_z = 1.0f;
|
||||
|
||||
float min_x = -0.5f * scale_x;
|
||||
float min_y = -0.5f * scale_y;
|
||||
float min_z = 0.5f * scale_z;
|
||||
|
||||
float max_x = 0.5f * scale_x;
|
||||
float max_y = 0.5f * scale_y;
|
||||
float max_z = 0.5f * scale_z;
|
||||
|
||||
float min_u = 1;
|
||||
float min_v = 1;
|
||||
|
||||
float max_u = 0;
|
||||
float max_v = 0;
|
||||
|
||||
// 1---2 5---6
|
||||
// | / | | / |
|
||||
// 0---3 4---7
|
||||
|
||||
HydraID actor_id = GetID();
|
||||
mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, 0, 0, 0,0,0,0,0,0,0,0,0};
|
||||
|
||||
// Face 0
|
||||
mesh->indexes[0] = 0;
|
||||
mesh->indexes[1] = 1;
|
||||
mesh->indexes[2] = 2;
|
||||
|
||||
mesh->indexes[3] = 0;
|
||||
mesh->indexes[4] = 2;
|
||||
mesh->indexes[5] = 3;
|
||||
|
||||
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
HydraMeshComponent mesh_comp;
|
||||
|
||||
mesh_comp.mesh_id = mesh_id;
|
||||
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
|
||||
|
||||
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
|
||||
}
|
||||
|
||||
void HydraTextureDebugActor::_CreateRenderableComponent()
|
||||
{
|
||||
HydraRenderableComponent render_comp;
|
||||
HydraECS *ecs = GetEngine()->ECS();
|
||||
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_TEXTURE_DEBUG, true);
|
||||
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
|
||||
}
|
||||
|
||||
|
||||
void HydraTextureDebugActor::InitialiseComponents()
|
||||
{
|
||||
_CreateMesh();
|
||||
_CreateRenderableComponent();
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef HYDRATEXTUREDEBUGACTOR
|
||||
#define HYDRATEXTUREDEBUGACTOR
|
||||
|
||||
|
||||
#include "HydraActor.h"
|
||||
|
||||
class CLASS_DEFINE HydraTextureDebugActor : public HydraActor
|
||||
{
|
||||
private:
|
||||
HydraID m_mesh_component = INVALID_HYDRA_ID;
|
||||
|
||||
protected:
|
||||
|
||||
void _CreateMesh();
|
||||
void _CreateRenderableComponent();
|
||||
public:
|
||||
virtual void InitialiseComponents();
|
||||
virtual void Destroy(){}
|
||||
HydraID Texture_ID = INVALID_HYDRA_ID;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#endif /* HYDRATEXTUREDEBUGACTOR */
|
||||
@@ -15,6 +15,10 @@ struct HydraLightComponent
|
||||
float cutoff_outer = 0.75f;
|
||||
HydraID entity_id;
|
||||
uint32_t light_type;
|
||||
uint32_t shadow_map_id = 0;
|
||||
uint32_t shadow_caster = 0;
|
||||
uint32_t padding0;
|
||||
uint32_t padding1;
|
||||
};
|
||||
|
||||
#endif /* HYDRAECSLIGHTCOMPONENT */
|
||||
|
||||
@@ -21,6 +21,13 @@ void HydraShadowSourceSystem::Initialise()
|
||||
{
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
|
||||
for(uint32_t i = 0; i < MAX_SHADOWS; i++)
|
||||
{
|
||||
m_available_shadows.push(i);
|
||||
}
|
||||
|
||||
m_shadows.resize(MAX_SHADOWS);
|
||||
|
||||
HydraID create_gpu_buffer_task_id = task_scheduler->CreateTask<HydraCreateGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraCreateGPUBufferTask *task = static_cast<HydraCreateGPUBufferTask *>(task_scheduler->GetTask(create_gpu_buffer_task_id));
|
||||
task->Intialise("ShadowBuffer", 1, MAX_SHADOWS * sizeof(HydraShadowSourceComponent), &m_shadow_buffer_id, HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
@@ -32,6 +39,16 @@ void HydraShadowSourceSystem::InitialiseComponent(HydraID entity_id)
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
assert(m_available_shadows.size() > 0 && "Run out of shadows");
|
||||
uint32_t shad_id = m_available_shadows.front();
|
||||
m_available_shadows.pop();
|
||||
light_comp.shadow_map_id = shad_id;
|
||||
light_comp.shadow_caster = 1;
|
||||
}
|
||||
|
||||
switch (light_comp.light_type)
|
||||
{
|
||||
case (int)HYDRA_LIGHT_TYPE::HYDRA_LIGHT_DIRECTIONAL:
|
||||
@@ -57,9 +74,9 @@ void HydraShadowSourceSystem::UpdateSystem(float delta_t_seconds)
|
||||
}
|
||||
|
||||
HydraShadowSourceComponent shad_comp = ecs->GetComponent<HydraShadowSourceComponent>(entity_id);
|
||||
shadows.push_back(shad_comp);
|
||||
m_shadows[light_comp.shadow_map_id] = shad_comp;
|
||||
}
|
||||
_WriteToGPU(shadows);
|
||||
_WriteToGPU();
|
||||
}
|
||||
|
||||
void HydraShadowSourceSystem::_UpdateDirectionalLight(HydraID entity_id)
|
||||
@@ -69,30 +86,31 @@ void HydraShadowSourceSystem::_UpdateDirectionalLight(HydraID entity_id)
|
||||
HydraPositionComponent pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
|
||||
HydraShadowSourceComponent &shad_comp = ecs->GetComponent<HydraShadowSourceComponent>(entity_id);
|
||||
|
||||
float view_size = 5.0f;
|
||||
float view_near = -5.0f;
|
||||
float view_far = 5.0f;
|
||||
float view_size = 20.0f;
|
||||
float view_near = -10.0f;
|
||||
float view_far = 10.0f;
|
||||
|
||||
float PI = 3.1415927;
|
||||
float TWO_PI = 6.2831854;
|
||||
|
||||
glm::vec3 light_dir = glm::vec3(0, 0, -1);
|
||||
glm::vec3 light_dir = glm::vec3(0, 0, -1);
|
||||
glm::mat3 light_rot = glm::mat3(1);
|
||||
glm::vec3 light_euler = pos_comp.orientation;
|
||||
glm::vec3 light_euler = pos_comp.orientation * glm::vec3(-1,-1,-1);
|
||||
light_rot = glm::eulerAngleXYZ(light_euler.x, light_euler.y, light_euler.z);
|
||||
|
||||
light_dir = light_rot * light_dir;
|
||||
light_dir = glm::normalize(light_dir);
|
||||
glm::vec3 camera_pos = GetEngine()->Camera()->GetPosition();
|
||||
|
||||
float light_distance = 2;
|
||||
for (uint32_t i = 0; i < 6; i++)
|
||||
{
|
||||
glm::vec3 light_pos = camera_pos; // - (light_dir * light_distance);
|
||||
glm::vec3 light_pos = camera_pos - (light_dir * light_distance);
|
||||
|
||||
glm::mat4 light_trans = glm::translate(light_pos * glm::vec3(-1, -1, -1));
|
||||
glm::mat4 light_trans = glm::translate(light_pos * glm::vec3(-1, 1, -1));
|
||||
glm::mat4 light_orient = glm::eulerAngleXYZ(light_euler.x, light_euler.y, light_euler.z);
|
||||
|
||||
glm::mat4 view = light_orient * light_trans;
|
||||
glm::mat4 proj = glm::orthoRH<float>(view_size, -view_size, -view_size, view_size, -15000, 15000);
|
||||
glm::mat4 proj = glm::ortho<float>(-view_size, view_size, view_size, -view_size, view_near, view_far);
|
||||
|
||||
shad_comp.far_plane[i] = view_far;
|
||||
shad_comp.near_plane[i] = view_near;
|
||||
@@ -116,22 +134,25 @@ void HydraShadowSourceSystem::_InitialiseDirectionalLight(HydraID entity_id)
|
||||
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
|
||||
uint32_t depth_texture_id = 0;
|
||||
HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateShadowFrameBuffer>(HydraThreadAffinity::Render);
|
||||
HydraCreateShadowFrameBuffer *fb_task = static_cast<HydraCreateShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
|
||||
fb_task->Initialise(&shad_comp.shadow_texture_id, &shad_comp.frame_buffer_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;
|
||||
}
|
||||
|
||||
void HydraShadowSourceSystem::_WriteToGPU(std::vector<HydraShadowSourceComponent> shadows)
|
||||
void HydraShadowSourceSystem::_WriteToGPU()
|
||||
{
|
||||
HydraEngine *engine = GetEngine();
|
||||
HydraECS *ecs = engine->ECS();
|
||||
|
||||
void *buffer = static_cast<void *>(shadows.data());
|
||||
void *buffer = static_cast<void *>(m_shadows.data());
|
||||
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
|
||||
|
||||
HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdatePartialGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraUpdatePartialGPUBufferTask *task = static_cast<HydraUpdatePartialGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
|
||||
task->Intialise(m_shadow_buffer_id, 0, sizeof(HydraShadowSourceComponent) * shadows.size(), buffer);
|
||||
HydraID update_buffer_task_id = task_scheduler->CreateTask<HydraUpdateWholeGPUBufferTask>(HydraThreadAffinity::Render);
|
||||
HydraUpdateWholeGPUBufferTask *task = static_cast<HydraUpdateWholeGPUBufferTask *>(task_scheduler->GetTask(update_buffer_task_id));
|
||||
task->Intialise(m_shadow_buffer_id, buffer);
|
||||
task_scheduler->WaitForTask(update_buffer_task_id);
|
||||
}
|
||||
@@ -5,6 +5,8 @@
|
||||
#include "../components/HydraShadowSourceComponent.h"
|
||||
#include <GLMIncludes.h>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
class HydraShadowSourceSystem : public HydraSystem
|
||||
{
|
||||
@@ -16,9 +18,11 @@ class HydraShadowSourceSystem : public HydraSystem
|
||||
private:
|
||||
void _UpdateDirectionalLight(HydraID entity_id);
|
||||
void _InitialiseDirectionalLight(HydraID entity_id);
|
||||
void _WriteToGPU(std::vector<HydraShadowSourceComponent> shadows);
|
||||
HydraID m_shadow_buffer_id = INVALID_HYDRA_ID;
|
||||
|
||||
void _WriteToGPU();
|
||||
HydraID m_shadow_buffer_id = INVALID_HYDRA_ID;
|
||||
std::queue<HydraID> m_available_shadows;
|
||||
std::vector<HydraShadowSourceComponent> m_shadows;
|
||||
std::mutex m_mutex;
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -5,14 +5,18 @@
|
||||
#include "../buffer/HydraTextureBufferManager.h"
|
||||
#include "../buffer/HydraLightBufferManager.h"
|
||||
#include "PerFrameUBO.hpp"
|
||||
#include "TextureDebugUBO.hpp"
|
||||
|
||||
#include "../camera/HydraCamera.h"
|
||||
#include "../renderer/HydraRenderer.h"
|
||||
#include "../ecs/HydraECS.h"
|
||||
#include "../ecs/systems/HydraRenderSystem.h"
|
||||
#include "../ecs/systems/HydraShadowSourceSystem.h"
|
||||
#include "../ecs/components/HydraShadowSourceComponent.h"
|
||||
#include "../mesh/StandardVertex.h"
|
||||
#include "../actor/HydraActorManager.h"
|
||||
#include "../actor/HydraOutputActor.h"
|
||||
#include "../actor/HydraTextureDebugActor.h"
|
||||
|
||||
void HydraDeferredPipeline::Initialise()
|
||||
{
|
||||
@@ -22,7 +26,8 @@ void HydraDeferredPipeline::Initialise()
|
||||
_CreateOutputActor();
|
||||
_CreateFrameBuffer();
|
||||
_CreateColourRenderStage();
|
||||
_CreateOutputRenderStage();
|
||||
_CreateOutputRenderStage();
|
||||
_CreateTextureDebugOutputStage();
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::Shutdown()
|
||||
@@ -38,9 +43,6 @@ void HydraDeferredPipeline::Shutdown()
|
||||
void HydraDeferredPipeline::Render()
|
||||
{
|
||||
_UpdateUBO();
|
||||
|
||||
|
||||
|
||||
HydraECS* ecs = GetEngine()->ECS();
|
||||
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
|
||||
|
||||
@@ -67,8 +69,7 @@ void HydraDeferredPipeline::Render()
|
||||
for(uint32_t rs_idx = 0; rs_idx <m_render_stages.size(); rs_idx++)
|
||||
{
|
||||
m_render_stages[rs_idx]->Render(render_system->Entities);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_UpdateUBO()
|
||||
@@ -93,6 +94,21 @@ void HydraDeferredPipeline::_UpdateUBO()
|
||||
output_ubo.light_count = light_count;
|
||||
buffer_manager->UpdateWholeBuffer(m_per_frame_output_ubo, &output_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_output_ubo);
|
||||
|
||||
std::shared_ptr<HydraShadowSourceSystem> sys = GetEngine()->ECS()->GetSystem<HydraShadowSourceSystem>();
|
||||
HydraID texture_id = 0;
|
||||
if(sys->Entities.size() > 0)
|
||||
{
|
||||
auto it = sys->Entities.begin();
|
||||
HydraShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraShadowSourceComponent>(*it);
|
||||
texture_id = shad_comp.shadow_texture_id;
|
||||
}
|
||||
TextureDebugUBO texture_ubo = {};
|
||||
texture_ubo.view = glm::translate(glm::vec3(1,1,0));
|
||||
texture_ubo.proj = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f);
|
||||
texture_ubo.shadow_idx = texture_id;
|
||||
buffer_manager->UpdateWholeBuffer(m_texture_debug_ubo, &texture_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, m_texture_debug_ubo);
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateFrameBuffer()
|
||||
@@ -166,17 +182,17 @@ void HydraDeferredPipeline::_CreateColourRenderStage()
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
|
||||
shader_binding.block_name.push_back("PositionsBuffer");
|
||||
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("MaterialBuffer");
|
||||
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("TextureBuffer");
|
||||
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);
|
||||
@@ -187,14 +203,14 @@ void HydraDeferredPipeline::_CreateColourRenderStage()
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
std::vector<uint32_t> textures;
|
||||
|
||||
|
||||
|
||||
render_stage->Initialise(shader_path + "deferred_shader.vert",
|
||||
shader_path + "deferred_shader.frag", "",
|
||||
shader_binding,
|
||||
m_frame_buffer_id,
|
||||
textures,
|
||||
true,
|
||||
GL_BACK,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages.push_back(render_stage);
|
||||
}
|
||||
@@ -220,13 +236,13 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
HydraID light_buffer_id = buffer_manager->FindBuffer("LightBuffer");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
shader_binding.block_name.push_back("PositionsBuffer");
|
||||
shader_binding.block_name.push_back("position_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("TextureBuffer");
|
||||
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);
|
||||
@@ -241,11 +257,10 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
shader_binding.buffer_id.push_back(output_texture_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
shader_binding.block_name.push_back("LightBuffer");
|
||||
shader_binding.block_name.push_back("light_buffer");
|
||||
shader_binding.binding_point.push_back(4);
|
||||
shader_binding.buffer_id.push_back(light_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", "",
|
||||
@@ -253,17 +268,66 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
|
||||
0,
|
||||
textures,
|
||||
false,
|
||||
GL_BACK,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_OUTPUT);
|
||||
m_render_stages.push_back(render_stage);
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateTextureDebugOutputStage()
|
||||
{
|
||||
HydraRenderStage* render_stage = new HydraRenderStage();
|
||||
std::string shader_path = std::string(shader_base);
|
||||
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
|
||||
|
||||
std::vector<uint32_t> textures;
|
||||
|
||||
GetEngine()->ActorManager()->InitialiseActor(m_output_actor_id);
|
||||
HydraOutputActor* actor = static_cast<HydraOutputActor*>(GetEngine()->ActorManager()->GetActor(m_output_actor_id));
|
||||
|
||||
HydraTextureBufferManager* tex_buf_manager = GetEngine()->TextureBufferManager();
|
||||
|
||||
HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
|
||||
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
|
||||
HydraID texture_debug_ubo = buffer_manager->FindBuffer("TextureDebugUBO");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
shader_binding.block_name.push_back("position_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("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("uniform_per_frame");
|
||||
shader_binding.binding_point.push_back(0);
|
||||
shader_binding.buffer_id.push_back(texture_debug_ubo);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
render_stage->Initialise(shader_path + "texture_debug_shader.vert",
|
||||
shader_path + "texture_debug_shader.frag", "",
|
||||
shader_binding,
|
||||
0,
|
||||
textures,
|
||||
false,
|
||||
GL_BACK,
|
||||
false,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_TEXTURE_DEBUG);
|
||||
m_render_stages.push_back(render_stage);
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateOutputActor()
|
||||
{
|
||||
m_output_actor_id = GetEngine()->ActorManager()->CreateActor<HydraOutputActor>();
|
||||
GetEngine()->ActorManager()->InitialiseActor(m_output_actor_id);
|
||||
HydraOutputActor* actor = static_cast<HydraOutputActor*>(GetEngine()->ActorManager()->GetActor(m_output_actor_id));
|
||||
|
||||
|
||||
m_texture_debug_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTextureDebugActor>();
|
||||
GetEngine()->ActorManager()->InitialiseActor(m_texture_debug_actor_id);
|
||||
HydraTextureDebugActor* tex_actor = static_cast<HydraTextureDebugActor*>(GetEngine()->ActorManager()->GetActor(m_texture_debug_actor_id));
|
||||
}
|
||||
|
||||
void HydraDeferredPipeline::_CreateUBOs()
|
||||
@@ -279,6 +343,7 @@ void HydraDeferredPipeline::_CreateUBOs()
|
||||
m_output_texture_ubo = buffer_manager->CreateGPUBuffer("DeferredOutputTextureUBO",
|
||||
sizeof(uint32_t)*16, 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
|
||||
|
||||
m_texture_debug_ubo = buffer_manager->CreateGPUBuffer("TextureDebugUBO",
|
||||
sizeof(TextureDebugUBO), 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
|
||||
}
|
||||
|
||||
|
||||
@@ -24,9 +24,10 @@ class HydraDeferredPipeline : public HydraPipeline
|
||||
HydraID m_buffer_0 = INVALID_HYDRA_ID; //Frame buffer 0;
|
||||
HydraID m_depth = INVALID_HYDRA_ID;
|
||||
HydraID m_output_actor_id = INVALID_HYDRA_ID;
|
||||
HydraID m_texture_debug_actor_id = INVALID_HYDRA_ID;
|
||||
HydraID m_output_texture_ubo = INVALID_HYDRA_ID;
|
||||
HydraID m_output_light_ubo = INVALID_HYDRA_ID;
|
||||
|
||||
HydraID m_texture_debug_ubo = INVALID_HYDRA_ID;
|
||||
uint32_t m_frame_buffer_id;
|
||||
|
||||
void _UpdateUBO();
|
||||
@@ -35,6 +36,7 @@ class HydraDeferredPipeline : public HydraPipeline
|
||||
void _CreateColourRenderStage();
|
||||
void _CreateOutputRenderStage();
|
||||
void _CreateOutputActor();
|
||||
void _CreateTextureDebugOutputStage();
|
||||
void _CreateUBOs();
|
||||
};
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ void HydraForwardPipeline::Initialise()
|
||||
std::vector<uint32_t> textures;
|
||||
std::vector<uint32_t> rb_attachments;
|
||||
|
||||
render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", "", shader_binding, 0, textures, true, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", "", shader_binding, 0, textures, true, GL_BACK, true, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages.push_back(render_stage);
|
||||
|
||||
m_per_frame_ubo = buffer_manager->CreateGPUBuffer("PerFrameUBO",
|
||||
|
||||
@@ -18,15 +18,19 @@ void HydraRenderStage::Initialise(std::string vertex_shader_file,
|
||||
HydraShaderBinding shader_binding,
|
||||
uint32_t framebuffer_id,
|
||||
std::vector<uint32_t> textures,
|
||||
bool enable_culling,
|
||||
bool enable_culling,
|
||||
uint32_t cull_face,
|
||||
bool depth_enable,
|
||||
HYDRA_RENDERABLE_TYPE renderable_type)
|
||||
{
|
||||
m_framebuffer_id = framebuffer_id;
|
||||
m_renderable_type = static_cast<uint32_t>(renderable_type);
|
||||
m_shader_binding = shader_binding;
|
||||
m_textures = textures;
|
||||
m_depth_enable = depth_enable;
|
||||
m_cull = enable_culling;
|
||||
m_program = glCreateProgram();
|
||||
m_cull_face = cull_face;
|
||||
if(vertex_shader_file.length() > 0)
|
||||
{
|
||||
m_vertex_shader = _LoadShader(vertex_shader_file, GL_VERTEX_SHADER);
|
||||
@@ -43,6 +47,25 @@ void HydraRenderStage::Initialise(std::string vertex_shader_file,
|
||||
glAttachShader(m_program, m_geometry_shader);
|
||||
}
|
||||
glLinkProgram(m_program);
|
||||
|
||||
int success;
|
||||
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (!success) {
|
||||
// 2. Get the log length (optional but recommended)
|
||||
int logLength;
|
||||
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &logLength);
|
||||
|
||||
// 3. Retrieve and print the error log
|
||||
char* infoLog = new char[logLength];
|
||||
glGetProgramInfoLog(m_program, logLength, NULL, infoLog);
|
||||
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||
|
||||
// 4. Clean up allocated memory
|
||||
delete[] infoLog;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void HydraRenderStage::ShutDown()
|
||||
@@ -70,12 +93,22 @@ void HydraRenderStage::Render(std::set<HydraID>& entities, uint32_t framebuffer_
|
||||
if(m_cull)
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(m_cull_face);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
if(m_depth_enable)
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
for(const auto& entity_id : entities )
|
||||
{
|
||||
HydraRenderableComponent render_comp = ecs->GetComponent<HydraRenderableComponent>(entity_id);
|
||||
|
||||
@@ -17,6 +17,8 @@ class HydraRenderStage : public HydraObject
|
||||
uint32_t framebuffer_id,
|
||||
std::vector<uint32_t> textures,
|
||||
bool enable_culling,
|
||||
uint32_t cull_face,
|
||||
bool depth_enable,
|
||||
HYDRA_RENDERABLE_TYPE renderable_type);
|
||||
void ShutDown();
|
||||
void Render(std::set<HydraID>& entities, uint32_t framebuffer_id);
|
||||
@@ -33,7 +35,9 @@ class HydraRenderStage : public HydraObject
|
||||
uint32_t m_program = GL_INVALID_VALUE;
|
||||
uint32_t m_renderable_type;
|
||||
uint32_t m_framebuffer_id = 0;
|
||||
uint32_t m_cull_face = GL_NONE;
|
||||
bool m_cull = false;
|
||||
bool m_depth_enable = true;
|
||||
std::vector<uint32_t> m_textures;
|
||||
|
||||
};
|
||||
|
||||
@@ -39,27 +39,35 @@ void HydraShadowPipeline::Render()
|
||||
glEnable(GL_DEPTH_TEST); // Depth testing must be active
|
||||
glDepthMask(GL_TRUE); // Depth buffer must be writable
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
|
||||
//glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
//glPolygonOffset(2.5f, 1.0f);
|
||||
|
||||
for (HydraID entity_id : shadow_system->Entities)
|
||||
{
|
||||
_UpdateUBO(shadow_idx);
|
||||
// _BindFrameBufferAttachments(entity_id);
|
||||
HydraShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraShadowSourceComponent>(entity_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
|
||||
glBindTextureUnit(0, 0);
|
||||
// HydraTextureBuffer tex_buffer = GetEngine()->TextureBufferManager()->GetTexture(shad_comp.shadow_texture_id);
|
||||
// glBindTextureUnit(tex_buffer.gl_tex_id, 0);
|
||||
|
||||
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);
|
||||
|
||||
for (uint32_t rs_idx = 0; rs_idx < m_render_stages.size(); rs_idx++)
|
||||
{
|
||||
m_render_stages[rs_idx]->Render(render_system->Entities, INVALID_HYDRA_ID);
|
||||
}
|
||||
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
shadow_idx++;
|
||||
}
|
||||
|
||||
|
||||
// glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
|
||||
void HydraShadowPipeline::_CreateRenderStage()
|
||||
@@ -69,17 +77,29 @@ void HydraShadowPipeline::_CreateRenderStage()
|
||||
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("ShadowBuffer");
|
||||
HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
|
||||
|
||||
HydraShaderBinding shader_binding = {};
|
||||
|
||||
shader_binding.block_name.push_back("PositionsBuffer");
|
||||
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("ShadowMapSets");
|
||||
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("shadow_map_sets");
|
||||
shader_binding.binding_point.push_back(5);
|
||||
shader_binding.buffer_id.push_back(shadow_buffer_id);
|
||||
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
|
||||
@@ -98,6 +118,8 @@ void HydraShadowPipeline::_CreateRenderStage()
|
||||
0,
|
||||
textures,
|
||||
true,
|
||||
GL_FRONT,
|
||||
true,
|
||||
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
|
||||
m_render_stages.push_back(render_stage);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef TEXTUREDEBUGUBO
|
||||
#define TEXTUREDEBUGUBO
|
||||
|
||||
|
||||
#include <GLMIncludes.h>
|
||||
|
||||
struct TextureDebugUBO
|
||||
{
|
||||
glm::mat4 view;
|
||||
glm::mat4 proj;
|
||||
uint32_t shadow_idx;
|
||||
glm::vec3 padding0;
|
||||
};
|
||||
|
||||
#endif /* TEXTUREDEBUGUBO */
|
||||
@@ -11,6 +11,7 @@ class HydraCreateShadowFrameBuffer : public HydraTask
|
||||
{
|
||||
private:
|
||||
uint32_t *m_texture_id = 0;
|
||||
uint32_t *m_depth_texture_id = 0;
|
||||
uint32_t *m_frame_buffer_id = nullptr;
|
||||
|
||||
protected:
|
||||
@@ -22,26 +23,47 @@ public:
|
||||
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
|
||||
HydraRenderSettings render_settings = engine->RenderSettings();
|
||||
|
||||
*m_texture_id = tex_buffer_manager->CreateTextureArray("shadow_FB",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_DEPTH_COMPONENT24,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
6);
|
||||
*m_texture_id = tex_buffer_manager->CreateTextureArray("shadow_FB",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_RGBA8,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
6);
|
||||
|
||||
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
|
||||
|
||||
*m_depth_texture_id = tex_buffer_manager->CreateTextureArray("shadow_depth_buffer",
|
||||
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
GL_DEPTH_COMPONENT32F,
|
||||
GL_NEAREST,
|
||||
GL_NEAREST,
|
||||
6);
|
||||
|
||||
HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
|
||||
glGenFramebuffers(1, m_frame_buffer_id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
|
||||
|
||||
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_NONE);
|
||||
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_NONE);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture.gl_tex_id);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, 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);
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture.gl_tex_id, 0);
|
||||
glm::vec4 border = glm::vec4(1,1,1,1);
|
||||
|
||||
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
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_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
|
||||
|
||||
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 status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
@@ -49,13 +71,14 @@ public:
|
||||
std::cout << "Framebuffer error: " << status << std::endl;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
tex_buffer_manager->BindTexture(*m_texture_id, GL_TEXTURE_2D_ARRAY);
|
||||
|
||||
tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_2D_ARRAY);
|
||||
}
|
||||
void Initialise(uint32_t *texture_id, uint32_t *frame_buffer_id)
|
||||
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 /* HYDRACREATESHADOWFRAMEBUFFER */
|
||||
|
||||
+16
-16
@@ -161,28 +161,28 @@
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-9ddbbbeb4caedf0a48f0.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-79cb89fa590649c6cd6a.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-30097c8e6651db3aff43.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Debug-21126e6f26f8151b82a1.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-HydraClient-Debug-78ce361b98c7c89e9629.json",
|
||||
"jsonFile" : "target-HydraClient-Debug-ccca9689ebe6b19fe65a.json",
|
||||
"name" : "HydraClient",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-HydraEngine-Debug-2faea7c156292a0c0ce8.json",
|
||||
"jsonFile" : "target-HydraEngine-Debug-5452e3263cf1470b23a6.json",
|
||||
"name" : "HydraEngine",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
@@ -355,28 +355,28 @@
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-9ddbbbeb4caedf0a48f0.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-79cb89fa590649c6cd6a.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-30097c8e6651db3aff43.json",
|
||||
"jsonFile" : "target-ALL_BUILD-Release-21126e6f26f8151b82a1.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-HydraClient-Release-5f750d1feb1d099be72b.json",
|
||||
"jsonFile" : "target-HydraClient-Release-f300bf694420197200c5.json",
|
||||
"name" : "HydraClient",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-HydraEngine-Release-b1d450122d30c349552d.json",
|
||||
"jsonFile" : "target-HydraEngine-Release-b044e0a52a51be50ee6d.json",
|
||||
"name" : "HydraEngine",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
@@ -549,28 +549,28 @@
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-ALL_BUILD-MinSizeRel-9ddbbbeb4caedf0a48f0.json",
|
||||
"jsonFile" : "target-ALL_BUILD-MinSizeRel-79cb89fa590649c6cd6a.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-ALL_BUILD-MinSizeRel-30097c8e6651db3aff43.json",
|
||||
"jsonFile" : "target-ALL_BUILD-MinSizeRel-21126e6f26f8151b82a1.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-HydraClient-MinSizeRel-0b1754e9511a8dea2861.json",
|
||||
"jsonFile" : "target-HydraClient-MinSizeRel-707588ed524688a0f034.json",
|
||||
"name" : "HydraClient",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-HydraEngine-MinSizeRel-8b4acdd146655dce4c11.json",
|
||||
"jsonFile" : "target-HydraEngine-MinSizeRel-e5876cc85c072c445230.json",
|
||||
"name" : "HydraEngine",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
@@ -743,28 +743,28 @@
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "ALL_BUILD::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-9ddbbbeb4caedf0a48f0.json",
|
||||
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-79cb89fa590649c6cd6a.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "ALL_BUILD::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-30097c8e6651db3aff43.json",
|
||||
"jsonFile" : "target-ALL_BUILD-RelWithDebInfo-21126e6f26f8151b82a1.json",
|
||||
"name" : "ALL_BUILD",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 0,
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df",
|
||||
"jsonFile" : "target-HydraClient-RelWithDebInfo-19110864938462bdea5b.json",
|
||||
"jsonFile" : "target-HydraClient-RelWithDebInfo-a4b1a5ac731bdcc03733.json",
|
||||
"name" : "HydraClient",
|
||||
"projectIndex" : 0
|
||||
},
|
||||
{
|
||||
"directoryIndex" : 1,
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed",
|
||||
"jsonFile" : "target-HydraEngine-RelWithDebInfo-800c6fa211e5ae182b46.json",
|
||||
"jsonFile" : "target-HydraEngine-RelWithDebInfo-ced71872e09d334d9e28.json",
|
||||
"name" : "HydraEngine",
|
||||
"projectIndex" : 1
|
||||
},
|
||||
+2
-2
@@ -27,7 +27,7 @@
|
||||
"objects" :
|
||||
[
|
||||
{
|
||||
"jsonFile" : "codemodel-v2-ccd34cf25146cac2c39e.json",
|
||||
"jsonFile" : "codemodel-v2-ec4f138d26e897b71d3a.json",
|
||||
"kind" : "codemodel",
|
||||
"version" :
|
||||
{
|
||||
@@ -100,7 +100,7 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
"jsonFile" : "codemodel-v2-ccd34cf25146cac2c39e.json",
|
||||
"jsonFile" : "codemodel-v2-ec4f138d26e897b71d3a.json",
|
||||
"kind" : "codemodel",
|
||||
"version" :
|
||||
{
|
||||
+2
-2
@@ -22,10 +22,10 @@
|
||||
"dependencies" :
|
||||
[
|
||||
{
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
}
|
||||
],
|
||||
"folder" :
|
||||
+2
-2
@@ -25,10 +25,10 @@
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
}
|
||||
],
|
||||
"folder" :
|
||||
+2
-2
@@ -22,10 +22,10 @@
|
||||
"dependencies" :
|
||||
[
|
||||
{
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
}
|
||||
],
|
||||
"folder" :
|
||||
+2
-2
@@ -25,10 +25,10 @@
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
}
|
||||
],
|
||||
"folder" :
|
||||
+2
-2
@@ -22,10 +22,10 @@
|
||||
"dependencies" :
|
||||
[
|
||||
{
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
}
|
||||
],
|
||||
"folder" :
|
||||
+2
-2
@@ -25,10 +25,10 @@
|
||||
"id" : "HydraClient::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
},
|
||||
{
|
||||
"id" : "ZERO_CHECK::@6890427a1f51a3e7e1df"
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
||||
}
|
||||
],
|
||||
"folder" :
|
||||
+2
-2
@@ -22,10 +22,10 @@
|
||||
"dependencies" :
|
||||
[
|
||||
{
|
||||
"id" : "HydraEngine::@fafd37b19aacd4c483ed"
|
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"path" : "HydraEngine/source/actor/HydraSpotLightActor.h",
|
||||
"sourceGroupIndex" : 1
|
||||
},
|
||||
{
|
||||
"backtrace" : 1,
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||||
"compileGroupIndex" : 0,
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"path" : "HydraEngine/source/actor/HydraTestCubeActor.cpp",
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"sourceGroupIndex" : 0
|
||||
},
|
||||
{
|
||||
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|
||||
"path" : "HydraEngine/source/actor/HydraTestCubeActor.h",
|
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|
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|
||||
{
|
||||
"backtrace" : 1,
|
||||
"compileGroupIndex" : 0,
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||||
"path" : "HydraEngine/source/actor/HydraTextureDebugActor.cpp",
|
||||
"sourceGroupIndex" : 0
|
||||
},
|
||||
{
|
||||
"backtrace" : 1,
|
||||
"path" : "HydraEngine/source/actor/HydraTextureDebugActor.h",
|
||||
"sourceGroupIndex" : 1
|
||||
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|
||||
{
|
||||
"backtrace" : 1,
|
||||
"path" : "HydraEngine/source/buffer/HydraBuffer.h",
|
||||
+65
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@@ -319,17 +321,17 @@
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@@ -370,34 +374,34 @@
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|
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|
||||
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|
||||
@@ -554,6 +560,28 @@
|
||||
"path" : "HydraEngine/source/actor/HydraSpotLightActor.h",
|
||||
"sourceGroupIndex" : 1
|
||||
},
|
||||
{
|
||||
"backtrace" : 1,
|
||||
"compileGroupIndex" : 0,
|
||||
"path" : "HydraEngine/source/actor/HydraTestCubeActor.cpp",
|
||||
"sourceGroupIndex" : 0
|
||||
},
|
||||
{
|
||||
"backtrace" : 1,
|
||||
"path" : "HydraEngine/source/actor/HydraTestCubeActor.h",
|
||||
"sourceGroupIndex" : 1
|
||||
},
|
||||
{
|
||||
"backtrace" : 1,
|
||||
"compileGroupIndex" : 0,
|
||||
"path" : "HydraEngine/source/actor/HydraTextureDebugActor.cpp",
|
||||
"sourceGroupIndex" : 0
|
||||
},
|
||||
{
|
||||
"backtrace" : 1,
|
||||
"path" : "HydraEngine/source/actor/HydraTextureDebugActor.h",
|
||||
"sourceGroupIndex" : 1
|
||||
},
|
||||
{
|
||||
"backtrace" : 1,
|
||||
"path" : "HydraEngine/source/buffer/HydraBuffer.h",
|
||||
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@@ -1,7 +1,4 @@
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\vc143.pdb
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydramaterialsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydralightsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrasystemmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrasystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraecs.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydracamera.obj
|
||||
@@ -10,6 +7,9 @@ c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratexturebuffermanage
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydramaterialbuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydralightbuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrabuffermanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratexturedebugactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratestcubeactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraspotlightactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrapointlightactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraplayeractor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraplaneactor.obj
|
||||
@@ -19,12 +19,9 @@ c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydradirectionallightact
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraactormanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\cmakecxxcompilerid.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrawindowmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratask.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrathread.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrataskscheduler.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrataskbarrier.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrarenderer.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrashadowpipeline.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrarenderstage.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrapipeline.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraforwardpipeline.obj
|
||||
@@ -36,14 +33,22 @@ c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraobject.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrainputmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratransformsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrashadowsourcesystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrarendersystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrameshsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraspotlightactor.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydramaterialsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydralightsystem.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrasystemmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrawindowmanager.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydratask.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrathread.obj
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydrataskscheduler.obj
|
||||
c:\code\hydrav3\build\hydraengine\cmakefiles\generate.stamp
|
||||
c:\code\hydrav3\build\hydraengine\debug\hydraengine.dll
|
||||
c:\code\hydrav3\build\hydraengine\debug\hydraengine.pdb
|
||||
c:\code\hydrav3\build\hydraengine\debug\hydraengine.lib
|
||||
c:\code\hydrav3\build\hydraengine\debug\hydraengine.exp
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.ilk
|
||||
c:\code\hydrav3\build\hydraengine\debug\hydraengine.pdb
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\cl.command.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\cl.items.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\cl.read.1.tlog
|
||||
@@ -51,16 +56,6 @@ c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\cl.writ
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\custombuild.command.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\custombuild.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\custombuild.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064-cvtres.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064-cvtres.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064-rc.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064-rc.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064.read.2.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064.read.3.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064.read.4.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064.read.5.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.29064.write.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.command.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.read.1.tlog
|
||||
c:\code\hydrav3\build\hydraengine\hydraengine.dir\debug\hydraengine.tlog\link.secondary.1.tlog
|
||||
|
||||
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@@ -8,6 +8,8 @@ C:\Code\HydraV3\HydraEngine\source\actor\HydraPlaneActor.cpp;C:\Code\HydraV3\bui
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraPlayerActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPlayerActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPointLightActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraSpotLightActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraTestCubeActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTestCubeActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTextureDebugActor.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraLightBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraLightBufferManager.obj
|
||||
C:\Code\HydraV3\HydraEngine\source\buffer\HydraMaterialBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraMaterialBufferManager.obj
|
||||
|
||||
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@@ -1,4 +1,4 @@
|
||||
^C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\CMAKECXXCOMPILERID.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTORMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRABUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRACAMERA.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADEFERREDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAECS.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAENGINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAFORWARDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGAMEPROXY.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFLOADER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAINPUTMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOBJECT.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOUTPUTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLAYERACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSTAGE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEMMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASK.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKBARRIER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKSCHEDULER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATHREAD.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATRANSFORMSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAVERTEXBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAWINDOWMANAGER.OBJ
|
||||
^C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\CMAKECXXCOMPILERID.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTORMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRABUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRACAMERA.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADEFERREDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAECS.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAENGINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAFORWARDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGAMEPROXY.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFLOADER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAINPUTMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOBJECT.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOUTPUTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLAYERACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSTAGE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEMMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASK.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKBARRIER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKSCHEDULER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATESTCUBEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREDEBUGACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATHREAD.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATRANSFORMSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAVERTEXBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAWINDOWMANAGER.OBJ
|
||||
C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.lib
|
||||
C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.EXP
|
||||
C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraEngine.ilk
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -448,6 +448,10 @@ if %errorlevel% neq 0 goto :VCEnd</Command>
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.h" />
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.cpp" />
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.h" />
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTestCubeActor.cpp" />
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTestCubeActor.h" />
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.cpp" />
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.h" />
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h" />
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp" />
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.h" />
|
||||
|
||||
@@ -31,6 +31,12 @@
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTestCubeActor.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
@@ -168,6 +174,12 @@
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTestCubeActor.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
================================================================================
|
||||
Linker Errors
|
||||
Generated: 2026-07-28T12:58:05.588Z
|
||||
Generated: 2026-08-03T13:16:01.235Z
|
||||
Total Errors: 1
|
||||
================================================================================
|
||||
|
||||
[LNK1201] (MSVC)
|
||||
error writing to program database 'C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.pdb'; check for insufficient disk space, invalid path, or insufficient privilege [C:\Code\HydraV3\build\HydraEngine\HydraEngine.vcxproj]
|
||||
[LNK1104] (MSVC)
|
||||
cannot open file 'C:\Code\HydraV3\build\Debug\HydraClient.exe' [C:\Code\HydraV3\build\HydraClient.vcxproj]
|
||||
|
||||
Reference in New Issue
Block a user