LightcullingPass for forward+ is now separate from Renderer.cpp.
This commit is contained in:
@@ -0,0 +1,107 @@
|
||||
#include "Rendering/LightCullingPass.h"
|
||||
|
||||
LightCullingPass::LightCullingPass(IRenderer* renderer)
|
||||
{
|
||||
m_Renderer = renderer;
|
||||
TEMPCreateLights();
|
||||
InitializeSSBOs();
|
||||
InitializeShaderPrograms();
|
||||
GenerateNewFrustum();
|
||||
}
|
||||
|
||||
LightCullingPass::~LightCullingPass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void LightCullingPass::GenerateNewFrustum()
|
||||
{
|
||||
GLERROR("CalculateFrustum Error: Pre");
|
||||
|
||||
m_CalculateFrustumProgram->Bind();
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
|
||||
glDispatchCompute(5, 3, 1); //TODO: Renderer: This needs change so resolution will be right.
|
||||
|
||||
GLERROR("CalculateFrustum Error: End");
|
||||
}
|
||||
|
||||
void LightCullingPass::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_Renderer->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_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
|
||||
|
||||
GLERROR("CullLights Error: End");
|
||||
}
|
||||
|
||||
void LightCullingPass::InitializeSSBOs()
|
||||
{
|
||||
glGenBuffers(1, &m_FrustumSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_FrustumSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightGridSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightGridSSBO");
|
||||
|
||||
|
||||
glGenBuffers(1, &m_LightOffsetSSBO);
|
||||
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);
|
||||
GLERROR("m_LightOffsetSSBO");
|
||||
|
||||
glGenBuffers(1, &m_LightIndexSSBO);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
GLERROR("m_LightIndexSSBO");
|
||||
}
|
||||
|
||||
void LightCullingPass::InitializeShaderPrograms()
|
||||
{
|
||||
m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
|
||||
m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||
m_CalculateFrustumProgram->Compile();
|
||||
m_CalculateFrustumProgram->Link();
|
||||
|
||||
m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
|
||||
m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
|
||||
m_LightCullProgram->Compile();
|
||||
m_LightCullProgram->Link();
|
||||
}
|
||||
|
||||
void LightCullingPass::TEMPCreateLights()
|
||||
{
|
||||
for (int i = 0; i < NUM_LIGHTS; i++) {
|
||||
glm::vec3 pos = glm::vec3(cos(i) * i/10.f, 0.5f, sin(i) * i/10.f);
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user