SHADOWS WORK
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@@ -94,6 +94,8 @@ void ShadowPass::render() {
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command->setViewport(shadowViewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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constexpr float depthBiasConstant = -1.25f;
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constexpr float depthBiasSlope = -1.75f;
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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@@ -104,10 +106,9 @@ void ShadowPass::render() {
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.rasterizationState =
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{
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.cullMode = Gfx::SE_CULL_MODE_NONE,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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.depthBiasEnable = true,
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.depthBiasConstantFactor = depthBiasConstant,
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.depthBiasSlopeFactor = depthBiasSlope,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -121,10 +122,9 @@ void ShadowPass::render() {
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.rasterizationState =
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{
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.cullMode = Gfx::SE_CULL_MODE_NONE,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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.depthBiasEnable = true,
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.depthBiasConstantFactor = depthBiasConstant,
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.depthBiasSlopeFactor = depthBiasSlope,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -10,8 +10,7 @@ Window::~Window() {}
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Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
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: sizeX(viewportInfo.dimensions.size.x), sizeY(viewportInfo.dimensions.size.y), offsetX(viewportInfo.dimensions.offset.x),
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offsetY(viewportInfo.dimensions.offset.y), fieldOfView(viewportInfo.fieldOfView), orthoLeft(viewportInfo.left),
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orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom),
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owner(owner) {
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orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom), owner(owner) {
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if (owner != nullptr) {
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sizeX = std::min(owner->getFramebufferWidth(), sizeX);
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sizeY = std::min(owner->getFramebufferHeight(), sizeY);
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@@ -23,8 +22,34 @@ Viewport::~Viewport() {}
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Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
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Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
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if (fieldOfView > 0.0f) {
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Matrix4 projectionMatrix = glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), nearPlane, farPlane);
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return correctionMatrix * projectionMatrix;
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const float aspect = static_cast<float>(sizeX) / sizeY;
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const float e = 1.0f / std::tan(fieldOfView * 0.5f);
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return {
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{
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e / aspect,
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0.0f,
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0.0f,
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0.0f,
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},
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{
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0.0f,
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-e,
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0.0f,
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0.0f,
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},
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{
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0.0f,
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0.0f,
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0.5f * (farPlane + nearPlane) / (nearPlane - farPlane),
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-1.0f,
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},
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{
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0.0f,
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0.0f,
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(farPlane * nearPlane) / (nearPlane - farPlane),
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0.0f,
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},
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};
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} else {
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return correctionMatrix * glm::ortho(orthoLeft, orthoRight, orthoBottom, orthoTop, nearPlane, farPlane);
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}
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