Added basic shadows to directional lights; Probably needs to be refined
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b007d3f18e
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d74035fc64
12 files changed
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-39
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@@ -66,10 +66,10 @@ namespace nf {
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m_scale = scale;
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}
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void Entity::render(Shader* shader) {
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void Entity::render(Shader* shader, bool onlyDepth) {
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shader->bind();
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setModelMatrix(shader);
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m_model->render(shader);
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m_model->render(shader, onlyDepth);
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}
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Model* Entity::getModel() const {
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@@ -40,26 +40,28 @@ namespace nf {
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m_shininess = shininess;
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}
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void Material::render(Shader* shader) {
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void Material::render(Shader* shader, bool onlyDepth) {
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m_vao->bind();
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m_ib->bind();
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if (m_hasDiffuse) {
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shader->setUniform("material.hasDiffuseTex", true);
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m_diffuseTexture->bind();
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if (!onlyDepth) {
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if (m_hasDiffuse) {
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shader->setUniform("material.hasDiffuseTex", true);
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m_diffuseTexture->bind();
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}
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else {
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shader->setUniform("material.hasDiffuseTex", false);
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glm::vec3 color(m_diffColor.x, m_diffColor.y, m_diffColor.z);
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shader->setUniform("material.diffuseColor", color);
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}
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if (m_hasSpecular) {
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shader->setUniform("material.hasSpecTex", true);
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m_specularTexture->bind(1);
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shader->setUniform("material.specularTexture", 1);
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}
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else
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shader->setUniform("material.hasSpecTex", false);
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shader->setUniform("material.specPower", m_shininess);
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}
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else {
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shader->setUniform("material.hasDiffuseTex", false);
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glm::vec3 color(m_diffColor.x, m_diffColor.y, m_diffColor.z);
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shader->setUniform("material.diffuseColor", color);
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}
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if (m_hasSpecular) {
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shader->setUniform("material.hasSpecTex", true);
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m_specularTexture->bind(1);
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shader->setUniform("material.specularTexture", 1);
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}
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else
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shader->setUniform("material.hasSpecTex", false);
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shader->setUniform("material.specPower", m_shininess);
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glDrawElements(GL_TRIANGLES, m_ib->getCount(), GL_UNSIGNED_INT, nullptr);
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}
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@@ -281,9 +283,9 @@ namespace nf {
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}
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}
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void Model::render(Shader* shader) {
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void Model::render(Shader* shader, bool onlyDepth) {
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for (Material* curr : m_materials) {
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curr->render(shader);
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curr->render(shader, onlyDepth);
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}
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}
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@@ -17,6 +17,7 @@
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namespace nf {
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Renderer::Renderer(Application* app) :
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m_shadowMapFBO(0),
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m_cubemap(nullptr),
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m_fadeIn(false),
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m_fadeOut(false),
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@@ -70,6 +71,8 @@ namespace nf {
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loadBaseAssets();
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createShadowMap();
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if (!m_app->isCustomWindowIcon()) {
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ATexture& windowTex = *(ATexture*)m_baseAP["defaultwindowicon.png"];
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int width, height, nChannels;
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@@ -138,23 +141,23 @@ namespace nf {
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void Renderer::doFrame(Camera* camera, double dT) {
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//Begin frame
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->bind(m_entityShader, m_cubemapShader);
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//Draw Entities (3D models)
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 10000.0f);
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m_entityShader->bind();
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m_entityShader->setUniform("proj", proj);
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for (Entity* draw : m_lGame) {
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Entity& curr = *draw;
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unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / 100.0);
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unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / (double)m_texSlots);
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if (drawCount == 0)
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drawCount++;
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unsigned int lightsRemaining = m_lights.size();
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int currLight;
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if (lightsRemaining > 100)
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currLight = -100;
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if (lightsRemaining > m_texSlots)
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currLight = -(int)m_texSlots;
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else
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currLight = -(int)lightsRemaining;
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for (unsigned int i = 0; i < drawCount; i++) {
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@@ -166,8 +169,8 @@ namespace nf {
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m_entityShader->setUniform("isContinued", true);
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}
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unsigned int currLightsDrawn;
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if (lightsRemaining >= 100)
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currLightsDrawn = 100;
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if (lightsRemaining >= m_texSlots)
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currLightsDrawn = m_texSlots;
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else
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currLightsDrawn = lightsRemaining;
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lightsRemaining -= currLightsDrawn;
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@@ -176,6 +179,9 @@ namespace nf {
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for (unsigned int j = 0; j < currLightsDrawn; j++) {
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m_lights[j + (unsigned int)currLight]->bind(m_entityShader, j);
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}
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renderShadowMaps(currLight, currLightsDrawn);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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curr.render(m_entityShader);
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}
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glDepthFunc(GL_LESS);
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@@ -261,6 +267,40 @@ namespace nf {
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Error("OpenGL error " + std::to_string(err));
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}
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void Renderer::renderShadowMaps(unsigned int startingLight, unsigned int count) {
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glViewport(0, 0, 4096, 4096);
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float nearP = 0.1f, farP = 500.0f;
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glm::mat4 lightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
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glm::mat4 lightView;
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glm::mat4 lightSpaceMat;
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
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for (unsigned int i = 0; i < count; i++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_shadowMaps[i], 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glClear(GL_DEPTH_BUFFER_BIT);
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Vec3 posTemp = m_lights[startingLight + i]->getPosition();
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glm::vec3 posTemp2(posTemp.x, posTemp.y, posTemp.z);
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lightView = glm::lookAt(posTemp2, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
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lightSpaceMat = lightProj * lightView;
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m_directionalShadowShader->setUniform("lightSpace", lightSpaceMat);
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std::string stringPos = "lightSpaceMat[";
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stringPos += std::to_string(i);
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stringPos += "]";
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m_entityShader->setUniform(stringPos, lightSpaceMat);
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for (Entity* curr : m_lGame) {
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curr->render(m_directionalShadowShader, true);
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}
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stringPos = "light[";
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stringPos += std::to_string(i);
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stringPos += "].depthTex";
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_2D, m_shadowMaps[i]);
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m_entityShader->setUniform(stringPos, 3 + (int)i);
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}
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m_entityShader->setUniform("numMats", (int)count);
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}
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void Renderer::loadBaseAssets() {
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m_baseAP.load("base.nfpack");
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const char* entityVertex = m_baseAP["entityVertex.shader"]->data;
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@@ -278,6 +318,9 @@ namespace nf {
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const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data;
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const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data;
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m_fadeShader = new Shader(fadeVertex, fadeFragment);
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const char* directionalShadowVertex = m_baseAP["directionalShadowVertex.shader"]->data;
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const char* directionalShadowFragment = m_baseAP["directionalShadowFragment.shader"]->data;
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m_directionalShadowShader = new Shader(directionalShadowVertex, directionalShadowFragment);
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BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
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BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
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@@ -291,12 +334,33 @@ namespace nf {
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BaseAssets::button = (AButton*)m_baseAP["default.button"];
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}
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void Renderer::createShadowMap() {
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m_texSlots = 16;
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glGenFramebuffers(1, &m_shadowMapFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
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for (unsigned int i = 0; i < m_texSlots; i++) {
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unsigned int depthMap;
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 4096, 4096, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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m_shadowMaps.push_back(depthMap);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Renderer::~Renderer() {
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delete m_entityShader;
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delete m_textShader;
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delete m_uiTextureShader;
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delete m_cubemapShader;
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delete m_fadeShader;
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delete m_directionalShadowShader;
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delete m_fadeVAO;
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delete m_fadeIB;
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ReleaseDC(m_app->getWindow(), m_hdc);
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@@ -22,7 +22,7 @@ namespace nf {
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void setScale(double x, double y, double z);
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void setScale(const Vec3& scale);
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void render(Shader* shader);
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void render(Shader* shader, bool onlyDepth = false);
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Model* getModel() const;
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void destroy() override;
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@@ -12,7 +12,7 @@ namespace nf {
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public:
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Material(const void* vb, const size_t vbSize, const void* tc, const size_t tcSize, const void* vn, const size_t vnSize, const void* ib, const unsigned int ibCount, ATexture* diffTex, Vec3& diffColor, ATexture* specTex, float shininess);
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void render(Shader* shader);
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void render(Shader* shader, bool onlyDepth);
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~Material();
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private:
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@@ -28,7 +28,7 @@ namespace nf {
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public:
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Model(AModel* model);
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void render(Shader* shader);
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void render(Shader* shader, bool onlyDepth);
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bool isBaseAsset();
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@@ -39,6 +39,11 @@ namespace nf {
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~Renderer();
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private:
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void renderShadowMaps(unsigned int startingLight, unsigned int count);
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void loadBaseAssets();
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void createShadowMap();
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Application* m_app;
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HDC m_hdc;
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@@ -46,6 +51,10 @@ namespace nf {
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AssetPack m_baseAP;
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unsigned int m_shadowMapFBO;
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std::vector<unsigned int> m_shadowMaps;
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unsigned int m_texSlots;
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std::vector<Light*> m_lights;
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std::vector<Entity*> m_lGame;
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Cubemap* m_cubemap;
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@@ -55,6 +64,7 @@ namespace nf {
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Shader* m_uiTextureShader;
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Shader* m_cubemapShader;
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Shader* m_fadeShader;
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Shader* m_directionalShadowShader;
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bool m_fadeIn, m_fadeOut;
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bool m_fadeNoText;
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@@ -32,7 +32,10 @@ namespace nf {
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~Renderer();
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private:
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void renderShadowMaps(unsigned int startingLight, unsigned int count);
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void loadBaseAssets();
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void createShadowMap();
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Application* m_app;
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@@ -41,6 +44,10 @@ namespace nf {
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AssetPack m_baseAP;
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unsigned int m_shadowMapFBO;
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std::vector<unsigned int> m_shadowMaps;
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unsigned int m_texSlots;
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std::vector<Light*> m_lights;
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std::vector<Entity*> m_lGame;
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Cubemap* m_cubemap;
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@@ -50,6 +57,7 @@ namespace nf {
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Shader* m_uiTextureShader;
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Shader* m_cubemapShader;
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Shader* m_fadeShader;
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Shader* m_directionalShadowShader;
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bool m_fadeIn, m_fadeOut;
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bool m_fadeNoText;
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