271 lines
12 KiB
C++
271 lines
12 KiB
C++
//
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// Created by karl on 07.01.20.
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//
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#ifndef ECSGAME_RENDERSYSTEM_H
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#define ECSGAME_RENDERSYSTEM_H
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#include "../ECS.h"
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#include "../Components/Transform.h"
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#include "../Components/Mesh.h"
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#include "../Components/Camera.h"
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#include "../../Rendering/Shader.h"
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#include "../Components/ObjMesh.h"
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#include "../Components/Texture.h"
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#include "../Components/LODObjMesh.h"
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#include "../Components/DirectionalLight.h"
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#include "../../Rendering/Material.h"
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using namespace ECS;
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// For Debugging
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (quadVAO == 0)
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{
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float quadVertices[] = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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// setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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class RenderSystem : public EntitySystem {
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public:
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struct RenderObject {
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RenderObject(const glm::mat4 &matrix, const glm::vec3 &origin, unsigned int textureId, const Mesh &mesh, float distance, const Material &material)
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: matrix(matrix),
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origin(origin),
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texture_id(textureId),
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mesh(mesh),
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distance(distance),
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material(material) {}
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void render(Shader shader) const {
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glm::mat4 model_matrix = matrix;
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model_matrix[3] = glm::vec4(origin, 1.0);
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shader.setMat4("model", model_matrix);
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// 0 can't be a valid texture name, so we use it for meshes without textures here
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if (texture_id != 0) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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}
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// TODO: Not always required (not when rendering shadows) - make functions separate?
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shader.setFloat("diffuseStrength", material.diffuse);
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shader.setFloat("specularStrength", material.specular);
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mesh.render();
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}
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glm::mat4 matrix;
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glm::vec3 origin;
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unsigned int texture_id;
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Mesh mesh;
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float distance;
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Material material;
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};
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// Fill the passed vector with render objects of the given world
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std::vector<std::vector<RenderObject>> getRenderObjects(World *world, glm::vec3 cameraPos) {
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std::vector<std::vector<RenderObject>> renderObjects(2); // First normal, then transparent
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/*pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
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renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), 0));
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});*/
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/*// TODO: Is it possible to do get ObjMeshes in the Mesh loop above implicitly via polymorphism?
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* // TODO: Commented out because of double rendering - we only want to get objects that explicitly DON'T have a texture here!
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pWorld->each<ObjMesh, Transform>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
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// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
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float distance = glm::distance(cameraPos, transform->getPosition());
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if (distance > mesh->minDistance && distance < mesh->maxDistance) {
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renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), distance));
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}
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});*/
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// ObjMesh with textures
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world->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform, ComponentHandle<Texture> texture) {
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// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
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float distance = glm::distance(cameraPos, transform->get_origin());
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if (distance > mesh->minDistance && distance < mesh->maxDistance) {
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// Get optional components
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ComponentHandle<Texture> textureComponent = ent->get<Texture>();
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ComponentHandle<Material> materialComponent = ent->get<Material>();
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Material material = materialComponent.isValid() ? materialComponent.get() : Material();
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unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
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// Put it into the list of transparent render objects if the texture wants to be rendered transparently
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if (textureComponent.isValid() && textureComponent->render_transparent) {
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renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh.get(), distance, material));
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} else {
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renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh.get(), distance, material));
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}
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}
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});
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// LODObjMesh with Texture
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world->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh, ComponentHandle<Transform> transform) {
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float distance = glm::distance(cameraPos, transform->get_origin());
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for (const auto &mesh : lodMesh->meshes) {
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if (distance > mesh.minDistance && distance < mesh.maxDistance) {
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// Get optional components
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ComponentHandle<Texture> textureComponent = ent->get<Texture>();
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ComponentHandle<Material> materialComponent = ent->get<Material>();
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Material material = materialComponent.isValid() ? materialComponent.get() : Material();
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unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
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// Put it into the list of transparent render objects if the texture wants to be rendered transparently
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if (textureComponent.isValid() && textureComponent->render_transparent) {
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renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh, distance, material));
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} else {
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renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, mesh, distance, material));
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}
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}
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}
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});
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// Sort transparent objects
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std::sort(renderObjects[1].begin(), renderObjects[1].end(), [](const RenderObject &first, const RenderObject &second) -> bool {
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return first.distance > second.distance;
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});
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return renderObjects;
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}
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RenderSystem() {
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// Configure depth map
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glGenFramebuffers(1, &depthMapFBO);
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// Create depth texture
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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, shadow_width, shadow_height, 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_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Attach depth texture as FBO's depth buffer
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void render(World *pWorld, Shader normalShader, Shader shadowShader, Shader debugShader) {
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pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> cameraTransform) {
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// Get render objects
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std::vector<std::vector<RenderObject>> allRenderObjects = getRenderObjects(pWorld, cameraTransform->get_origin());
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std::vector<RenderObject> renderObjects = allRenderObjects[0];
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std::vector<RenderObject> transparentRenderObjects = allRenderObjects[1];
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// Calculate matrix for lighting
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// Get light direction
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// TODO: Currently only the last light is used!
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glm::vec3 lightDirection;
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pWorld->each<DirectionalLight>([&](Entity *ent, ComponentHandle<DirectionalLight> light) {
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lightDirection = light->direction;
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});
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float near_plane = 1.0f, far_plane = 100.0f;
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glm::mat4 lightProjection = glm::ortho(-20.0f, 20.0f, -20.0f, 20.0f, near_plane, far_plane);
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glm::mat4 lightView = glm::lookAt(lightDirection * 40.0f, -lightDirection, glm::vec3(0.0, 1.0, 0.0));
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glm::mat4 lightSpaceMatrix = lightProjection * lightView;
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// Render shadows
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shadowShader.use();
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shadowShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
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glViewport(0, 0, shadow_width, shadow_height);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (const RenderObject &obj : renderObjects) {
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obj.render(shadowShader);
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}
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// Don't render transparent objects -- we just assume they don't cast any shadow
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/* for (const RenderObject &obj : transparentRenderObjects) {
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obj.render(shadowShader);
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} */
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Render Normal
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glViewport(0, 0, screen_width, screen_height);
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glClearColor(0.6f, 0.9f, 0.9f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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normalShader.use();
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// Lighting
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normalShader.setVec3("lightDirection", lightDirection);
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normalShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
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glm::vec3 cameraPos = cameraTransform->get_origin();
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glm::mat4 view = cameraTransform->matrix;
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view[3] = glm::vec4(cameraPos, 1.0);
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normalShader.setMat4("projection", camera->projection);
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normalShader.setMat4("view", glm::inverse(view));
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normalShader.setVec3("cameraPosition", cameraTransform->get_origin());
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// Bind shadow texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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for (const RenderObject &obj : renderObjects) {
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obj.render(normalShader);
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}
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for (const RenderObject &obj : transparentRenderObjects) {
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obj.render(normalShader);
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}
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// Render the light's depth map to a quad for debugging
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debugShader.use();
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debugShader.setFloat("near_plane", near_plane);
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debugShader.setFloat("far_plane", far_plane);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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renderQuad();
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});
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}
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int screen_width = 1280;
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int screen_height = 720;
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int shadow_width = 2048;
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int shadow_height = 2048;
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unsigned int depthMap;
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unsigned int depthMapFBO;
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};
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#endif //ECSGAME_RENDERSYSTEM_H
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