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25 changes: 18 additions & 7 deletions Editor/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -66,13 +66,24 @@ add_custom_command(TARGET Editor POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${C
file(GLOB_RECURSE ASSETS
${CMAKE_CURRENT_SOURCE_DIR}/assets/*
)
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/_Assets
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/assets/ $<TARGET_FILE_DIR:Editor>/assets
COMMAND ${CMAKE_COMMAND} -E touch ${CMAKE_CURRENT_BINARY_DIR}/_Assets
DEPENDS ${ASSETS}
COMMENT "Copying assets to executable directory"
)

if (CMAKE_GENERATOR MATCHES "Visual Studio")
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/_Assets
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/assets/ $<TARGET_FILE_DIR:Editor>/../assets
COMMAND ${CMAKE_COMMAND} -E touch ${CMAKE_CURRENT_BINARY_DIR}/_Assets
DEPENDS ${ASSETS}
COMMENT "Copying assets to executable directory"
)
else ()
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/_Assets
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/assets/ $<TARGET_FILE_DIR:Editor>/assets
COMMAND ${CMAKE_COMMAND} -E touch ${CMAKE_CURRENT_BINARY_DIR}/_Assets
DEPENDS ${ASSETS}
COMMENT "Copying assets to executable directory"
)
endif ()

add_custom_target(CopyAssets DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/_Assets)
add_dependencies(Editor CopyAssets)
24 changes: 24 additions & 0 deletions Editor/assets/shaders/depth.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
#type vertex
#version 330 core
// depth.glsl
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec3 a_Normal;
layout(location = 3) in vec2 a_Texcoord;

uniform mat4 u_lightSpaceMatrix;
uniform mat4 u_transform;

void main()
{
gl_Position = u_lightSpaceMatrix * u_transform * vec4(a_Position, 1.0);
}

#type fragment
#version 330 core
//depth.glsl

void main()
{
// gl_FragDepth = gl_FragCoord.z;
}
56 changes: 56 additions & 0 deletions Editor/assets/shaders/depthCube.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,56 @@
#type vertex
#version 330 core
// depth.glsl
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec3 a_Normal;
layout(location = 3) in vec2 a_Texcoord;

uniform mat4 u_transform;

void main()
{
gl_Position = u_transform * vec4(a_Position, 1.0);
}

#type fragment
#version 330 core
in vec4 FragPos;

uniform vec3 lightPos;
uniform float far_plane;

void main()
{
float lightDistance = length(FragPos.xyz - lightPos);

// map to [0;1] range by dividing by far_plane
lightDistance = lightDistance / far_plane;

// write this as modified depth
gl_FragDepth = lightDistance;
}

#type geometry
#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;

uniform mat4 shadowMatrices[6];

out vec4 FragPos; // FragPos from GS (output per emitvertex)

void main()
{
for(int face = 0; face < 6; ++face)
{
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
FragPos = gl_in[i].gl_Position;
gl_Position = shadowMatrices[face] * FragPos;
EmitVertex();
}
EndPrimitive();
}
}
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