LightcullingPass for forward+ is now separate from Renderer.cpp.
This commit is contained in:
@@ -1,6 +1,9 @@
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#ifndef LightCullingPass_h__
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#define LightCullingPass_h__
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#define TILE_SIZE 16
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#define NUM_LIGHTS 1000
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#include "IRenderer.h"
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#include "LightCullingPassState.h"
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#include "ShaderProgram.h"
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@@ -9,19 +12,67 @@
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class LightCullingPass
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{
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public:
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LightCullingPass();
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LightCullingPass(IRenderer* renderer);
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~LightCullingPass();
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void GenerateNewFrustum();
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private:
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void CullLights();
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void InitializeTextures();
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GLuint FrustumSSBO() const { return m_FrustumSSBO; }
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GLuint LightSSBO() const { return m_LightSSBO; }
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GLuint LightGridSSBO() const { return m_LightGridSSBO; }
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GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
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GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
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private:
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void InitializeSSBOs();
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void InitializeShaderPrograms();
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const IRenderer* m_Renderer;
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GLuint m_FrustumSSBO = 0;
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GLuint m_LightSSBO = 0;
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GLuint m_LightGridSSBO = 0;
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GLuint m_LightOffsetSSBO = 0;
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GLuint m_LightIndexSSBO = 0;
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_LightCullProgram;
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struct Plane {
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glm::vec3 Normal;
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float d;
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};
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struct Frustum {
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Plane Planes[4];
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};
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Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
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void TEMPCreateLights();
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//This should be a component
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struct PointLight {
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glm::vec4 Position = glm::vec4(0.f);
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glm::vec4 Color = glm::vec4(1.f);
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float Radius = 5.f;
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float Intensity = 0.8f;
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float Falloff = 0.3f;
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float Padding = 1337;
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};
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PointLight m_PointLights[NUM_LIGHTS];
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struct LightGrid {
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float Start;
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float Amount;
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glm::vec2 Padding;
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};
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LightGrid m_LightGrid[80*45]; //TODO: Renderer: Make this change with resolution
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int m_LightOffset = 0;
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float m_LightIndex[80*45*200]; //TODO: Renderer: Make this change with resolution
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};
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@@ -1,6 +1,8 @@
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#ifndef PickingPass_h__
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#define PickingPass_h__
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#include "IRenderer.h"
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#include "PickingPassState.h"
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#include "FrameBuffer.h"
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@@ -9,6 +11,8 @@
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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class PickingPass
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{
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public:
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@@ -20,7 +24,6 @@ public:
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void Draw(RenderQueueCollection& rq);
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//Getters
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const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
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const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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@@ -28,7 +31,6 @@ public:
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GLuint DepthBuffer() const { return m_DepthBuffer; }
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const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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@@ -12,11 +12,7 @@
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#include "../Core/World.h"
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#include "PickingPass.h"
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#include "DrawScenePass.h"
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#define TILE_SIZE 16
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#define NUM_LIGHTS 1000
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#include "LightCullingPass.h"
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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@@ -46,12 +42,12 @@ private:
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DrawScenePass* m_DrawScenePass;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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void InitializeShaders();
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void InitializeTextures();
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void InitializeSSBOs();
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void InitializeRenderPasses();
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//TODO: Renderer: Get InputUpdate out of renderer
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void InputUpdate(double dt);
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@@ -59,58 +55,18 @@ private:
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void DrawScreenQuad(GLuint textureToDraw);
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//----------------------Forward+-----------------------//
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void CalculateFrustum();
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void CullLights();
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void DrawForwardPlus(RenderQueueCollection& rq);
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//Frustum
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struct Plane {
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glm::vec3 Normal;
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float d;
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};
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struct Frustum {
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Plane Planes[4];
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};
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Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
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//Lights
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void TEMPCreateLights();
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//TODO: Renderer: Add Directionllights, spotlights and area lights to this as type.
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struct PointLight {
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glm::vec4 Position = glm::vec4(0.f);
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glm::vec4 Color = glm::vec4(1.f);
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float Radius = 5.f;
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float Intensity = 0.8f;
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float Falloff = 0.3f;
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float Padding = 1337;
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};
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PointLight m_PointLights[NUM_LIGHTS];
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struct LightGrid {
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float Start;
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float Amount;
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glm::vec2 Padding;
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};
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LightGrid m_LightGrid[80*45];
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int m_LightOffset = 0;
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float m_LightIndex[80*45*200];
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//-------------------------SSBO------------------------//
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GLuint m_FrustumSSBO = 0;
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GLuint m_LightSSBO = 0;
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GLuint m_LightGridSSBO = 0;
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GLuint m_LightOffsetSSBO = 0;
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GLuint m_LightIndexSSBO = 0;
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_DrawScreenQuadProgram;
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_LightCullProgram;
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ShaderProgram* m_ForwardPlusProgram;
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};
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@@ -115,6 +115,7 @@ void main()
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}
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
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@@ -0,0 +1,107 @@
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#include "Rendering/LightCullingPass.h"
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LightCullingPass::LightCullingPass(IRenderer* renderer)
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{
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m_Renderer = renderer;
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TEMPCreateLights();
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InitializeSSBOs();
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InitializeShaderPrograms();
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GenerateNewFrustum();
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}
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LightCullingPass::~LightCullingPass()
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{
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}
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void LightCullingPass::GenerateNewFrustum()
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{
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GLERROR("CalculateFrustum Error: Pre");
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m_CalculateFrustumProgram->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glDispatchCompute(5, 3, 1); //TODO: Renderer: This needs change so resolution will be right.
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GLERROR("CalculateFrustum Error: End");
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}
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void LightCullingPass::CullLights()
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{
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GLERROR("CullLights Error: Pre");
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m_LightOffset = 0;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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m_LightCullProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
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GLERROR("CullLights Error: End");
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}
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void LightCullingPass::InitializeSSBOs()
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{
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glGenBuffers(1, &m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_FrustumSSBO");
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glGenBuffers(1, &m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightSSBO");
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glGenBuffers(1, &m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightGridSSBO");
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glGenBuffers(1, &m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightOffsetSSBO");
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glGenBuffers(1, &m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightIndexSSBO");
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}
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void LightCullingPass::InitializeShaderPrograms()
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{
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m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
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m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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m_CalculateFrustumProgram->Compile();
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m_CalculateFrustumProgram->Link();
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m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
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m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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m_LightCullProgram->Compile();
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m_LightCullProgram->Link();
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}
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void LightCullingPass::TEMPCreateLights()
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{
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for (int i = 0; i < NUM_LIGHTS; i++) {
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glm::vec3 pos = glm::vec3(cos(i) * i/10.f, 0.5f, sin(i) * i/10.f);
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m_PointLights[i].Position = glm::vec4(pos, 1.f);
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m_PointLights[i].Color = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand()%255 / 255.f, 1.f);
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m_PointLights[i].Radius = glm::length(pos) / 5.f;
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}
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}
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@@ -9,14 +9,11 @@ void Renderer::Initialize()
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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TEMPCreateLights();
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InitializeRenderPasses();
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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InitializeSSBOs();
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CalculateFrustum();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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@@ -73,16 +70,6 @@ void Renderer::InitializeShaders()
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
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m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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m_CalculateFrustumProgram->Compile();
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m_CalculateFrustumProgram->Link();
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m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
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m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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m_LightCullProgram->Compile();
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m_LightCullProgram->Link();
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m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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@@ -156,7 +143,7 @@ void Renderer::Draw(RenderQueueCollection& rq)
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{
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m_PickingPass->Draw(rq);
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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CullLights();
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m_LightCullingPass->CullLights();
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//m_DrawScenePass->Draw(rq);
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DrawForwardPlus(rq);
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@@ -203,93 +190,11 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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GLERROR("Texture initialization failed");
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}
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void Renderer::InitializeSSBOs()
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{
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printf("Size: %i\n", sizeof(m_Frustums));
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glGenBuffers(1, &m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_FrustumSSBO");
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glGenBuffers(1, &m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightSSBO");
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glGenBuffers(1, &m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightGridSSBO");
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glGenBuffers(1, &m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightOffsetSSBO");
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glGenBuffers(1, &m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightIndexSSBO");
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}
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void Renderer::InitializeRenderPasses()
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{
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m_DrawScenePass = new DrawScenePass(this);
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m_PickingPass = new PickingPass(this, m_EventBroker);
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}
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void Renderer::CalculateFrustum()
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{
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GLERROR("CalculateFrustum Error: Pre");
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m_CalculateFrustumProgram->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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glDispatchCompute(5, 3, 1);
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GLERROR("CalculateFrustum Error: End");
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}
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void Renderer::TEMPCreateLights()
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{
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for (int i = 0; i < NUM_LIGHTS; i++)
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{
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glm::vec3 pos = glm::vec3(cos(i) * i/10.f , 0.5f, sin(i) * i/10.f);
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m_PointLights[i].Position = glm::vec4(pos, 1.f);
|
||||
m_PointLights[i].Color = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand()%255 / 255.f, 1.f);
|
||||
m_PointLights[i].Radius = glm::length(pos) / 5.f;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::CullLights()
|
||||
{
|
||||
GLERROR("CullLights Error: Pre");
|
||||
m_LightOffset = 0;
|
||||
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
m_LightCullProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
}
|
||||
|
||||
void Renderer::DrawForwardPlus(RenderQueueCollection& rq)
|
||||
@@ -304,9 +209,9 @@ void Renderer::DrawForwardPlus(RenderQueueCollection& rq)
|
||||
m_ForwardPlusProgram->Bind();
|
||||
GLuint ShaderHandle = m_ForwardPlusProgram->GetHandle();
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
Reference in New Issue
Block a user