Directional Shdaows, no alpha
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@@ -39,27 +39,35 @@ void HydraShadowPipeline::Render()
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glEnable(GL_DEPTH_TEST); // Depth testing must be active
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glDepthMask(GL_TRUE); // Depth buffer must be writable
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glDepthFunc(GL_LESS);
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//glEnable(GL_POLYGON_OFFSET_FILL);
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//glPolygonOffset(2.5f, 1.0f);
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for (HydraID entity_id : shadow_system->Entities)
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{
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_UpdateUBO(shadow_idx);
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// _BindFrameBufferAttachments(entity_id);
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HydraShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraShadowSourceComponent>(entity_id);
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glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
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glBindTextureUnit(0, 0);
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// HydraTextureBuffer tex_buffer = GetEngine()->TextureBufferManager()->GetTexture(shad_comp.shadow_texture_id);
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// glBindTextureUnit(tex_buffer.gl_tex_id, 0);
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float depth_value = 1.0f;
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float clear_colour[] = {0,0,0};
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glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
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glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_COLOR, 0, clear_colour);
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for (uint32_t rs_idx = 0; rs_idx < m_render_stages.size(); rs_idx++)
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{
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m_render_stages[rs_idx]->Render(render_system->Entities, INVALID_HYDRA_ID);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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shadow_idx++;
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}
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// glDisable(GL_POLYGON_OFFSET_FILL);
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}
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void HydraShadowPipeline::_CreateRenderStage()
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@@ -69,17 +77,29 @@ void HydraShadowPipeline::_CreateRenderStage()
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HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
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HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
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HydraID mat_buffer_id = buffer_manager->FindBuffer("MaterialBuffer");
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HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
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HydraID shadow_buffer_id = buffer_manager->FindBuffer("ShadowBuffer");
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HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
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HydraShaderBinding shader_binding = {};
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shader_binding.block_name.push_back("PositionsBuffer");
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shader_binding.block_name.push_back("positions_buffer");
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shader_binding.binding_point.push_back(1);
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shader_binding.buffer_id.push_back(pos_buffer_id);
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shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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shader_binding.block_name.push_back("ShadowMapSets");
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shader_binding.block_name.push_back("material_buffer");
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shader_binding.binding_point.push_back(2);
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shader_binding.buffer_id.push_back(mat_buffer_id);
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shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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shader_binding.block_name.push_back("texture_buffer");
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shader_binding.binding_point.push_back(3);
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shader_binding.buffer_id.push_back(tex_buffer_id);
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shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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shader_binding.block_name.push_back("shadow_map_sets");
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shader_binding.binding_point.push_back(5);
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shader_binding.buffer_id.push_back(shadow_buffer_id);
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shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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@@ -98,6 +118,8 @@ void HydraShadowPipeline::_CreateRenderStage()
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0,
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textures,
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true,
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GL_FRONT,
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true,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages.push_back(render_stage);
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}
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