ForwardPlus base debug commit.
This commit is contained in:
@@ -69,6 +69,7 @@ private:
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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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@@ -116,6 +117,7 @@ private:
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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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@@ -0,0 +1,124 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform sampler2D texture0;
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struct PointLight {
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vec4 Position;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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struct LightGrid {
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int Amount;
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int Start;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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int LightIndex[];
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};
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input;
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out vec4 fragmentColor;
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vec4 scene_ambient = vec4(0.6,0.6,0.6,1);
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist) {
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return 1.0 - smoothstep(radius * 1.0, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 R = normalize( reflect(-lightVec, normal));
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float RdotV = max( dot(R, viewVec), 0.0);
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return lightColor * pow(RdotV, 90.0);
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}
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vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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float power = max( dot(normal, lightVec), 0.0);
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return lightColor * power;
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}
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LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
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return result;
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}
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void main()
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{
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vec4 texel = texture2D(texture0, Input.TextureCoordinate);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = V * vec4(Input.Normal, 0.0);
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vec4 viewVec = normalize(-position);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/16);
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tilePos.y = int(gl_FragCoord.y/16);
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LightResult totalLighting;
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totalLighting.Diffuse = scene_ambient;
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//for(int i = 0; i < 3; i++)
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for(int i = LightGrids.Data[int(tilePos.x + tilePos.y*80)].Start; i < LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount; i++)
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{
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int l = LightIndex[i];
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LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal);
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totalLighting.Diffuse += result.Diffuse;
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totalLighting.Specular += result.Specular;
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}
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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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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{
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fragmentColor = vec4(0.5, 0, 0, 0);
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} else {
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//fragmentColor = vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Start/3600, 0, 0, 1);
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}
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}
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@@ -0,0 +1,34 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 DiffuseVertexColor;
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layout(location = 6) in vec4 SpecularVertexColor;
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layout(location = 7) in vec4 BoneIndices1;
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layout(location = 8) in vec4 BoneIndices2;
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layout(location = 9) in vec4 BoneWeights1;
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layout(location = 10) in vec4 BoneWeights2;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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Output.DiffuseColor = DiffuseVertexColor;
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}
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@@ -1,16 +1,19 @@
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#version 430
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//in uvec3 gl_NumWorkGroups;
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//in uvec3 gl_WorkGroupID;
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//in uvec3 gl_LocalInvocationID;
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//in uvec3 gl_GlobalInvocationID;
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//in uint gl_LocalInvocationIndex;
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//in uvec3 gl_NumWorkGroups; //contains the number of workgroups that have been dispatched to a compute shader
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//in uvec3 gl_WorkGroupID; //contains the index of the workgroup currently being operated on by a compute shader
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//in uvec3 gl_LocalInvocationID; //contains the index of work item currently being operated on by a compute shader
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//in uvec3 gl_GlobalInvocationID; //contains the global index of work item currently being operated on by a compute shader
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//in uint gl_LocalInvocationIndex; //contains the local linear index of work item currently being operated on by a compute shader
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#define NUM_LIGHTS 3
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#define MAX_LIGHTS_PER_TILE 200
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#define MAX_LIGHTS_PER_TILE 1024
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#define NUM_TILES 3600
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#define TILE_SIZE 16
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uniform mat4 V;
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struct Plane {
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vec3 Normal;
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@@ -25,11 +28,124 @@ layout (std430, binding = 0) buffer FrustumBuffer
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Frustum Data[3600];
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} Frustums;
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struct PointLight {
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vec4 Position;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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struct LightGrid {
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int Amount;
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int Start;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 3) buffer LightOffsetBuffer
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{
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int LightOffset[];
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};
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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int LightIndex[];
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};
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shared int GroupLightCount;
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shared int GroupLightIndexStartOffset;
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shared int GroupLightIndex[MAX_LIGHTS_PER_TILE];
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shared Frustum GroupFrustum;
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uint GroupIndex;
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bool SphereInsidePlane(vec3 center, float radius, Plane plane)
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{
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return dot(plane.Normal, center) - plane.d < -radius;
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}
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bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
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{
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bool result = true;
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//Check depth here
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//if ( sphere.c.z - sphere.r > zNear || sphere.c.z + sphere.r < zFar )
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//{
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// result = false;
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//}
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for (int i =0; i < 4 && result; i++)
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{
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if(SphereInsidePlane(center, radius, frustum.Planes[i]))
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{
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result = false;
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}
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}
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return result;
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}
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void AppendLight(uint li)
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{
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uint index;
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index = atomicAdd(GroupLightCount, 1);
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if( index < MAX_LIGHTS_PER_TILE )
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{
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GroupLightIndex[index] = int(li);
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}
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}
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layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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void main ()
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{
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if(1 == 1) {
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GroupIndex = gl_WorkGroupID.x + gl_WorkGroupID.y * gl_NumWorkGroups.y;
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if(gl_LocalInvocationIndex == 0)
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{
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GroupLightCount = 0;
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GroupFrustum = Frustums.Data[GroupIndex];
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}
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memoryBarrierShared();
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barrier();
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for(uint i = gl_LocalInvocationIndex; i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
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{
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PointLight light = PointLights.List[i];
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//if pointlight
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//Pos i view antagligen
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if(SphereInsideFrustrum(vec3(V * light.Position), light.Radius, GroupFrustum))
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{
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//TODO: Fix transparent and opaque list, and depth test.
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AppendLight( i );
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}
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//if conelight
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//if directional
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}
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memoryBarrierShared();
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barrier();
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if(gl_LocalInvocationIndex == 0)
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{
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GroupLightIndexStartOffset = atomicAdd(LightOffset[0], GroupLightCount);
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LightGrid g;
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g.Start = GroupLightIndexStartOffset;
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g.Amount = GroupLightCount;
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LightGrids.Data[GroupIndex];
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}
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}
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@@ -28,9 +28,10 @@ void DrawScenePass::InitializeShaderPrograms()
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("Renderer::Draw PickingPass");
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GLERROR("DrawScenePass::Draw: Pre");
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DrawScenePassState state;
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m_BasicForwardProgram->Bind();
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//TODO: Render: Add code for more jobs than modeljobs.
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@@ -39,7 +40,6 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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m_BasicForwardProgram->Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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@@ -62,5 +62,5 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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continue;
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}
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}
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GLERROR("DrawScene Error");
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GLERROR("DrawScenePass::Draw: End");
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}
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@@ -16,7 +16,7 @@ void Renderer::Initialize()
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InitializeShaders();
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InitializeTextures();
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InitializeSSBOs();
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//CalculateFrustum();
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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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@@ -73,15 +73,21 @@ 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_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_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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m_ForwardPlusProgram->Compile();
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m_ForwardPlusProgram->Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -150,9 +156,10 @@ 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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CullLights();
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m_DrawScenePass->Draw(rq);
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//m_DrawScenePass->Draw(rq);
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DrawForwardPlus(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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glfwSwapBuffers(m_Window);
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}
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@@ -252,39 +259,86 @@ void Renderer::InitializeRenderPasses()
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void Renderer::CalculateFrustum()
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{
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GLERROR("CalculateFrustum Error-1");
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GLERROR("CalculateFrustum Error: Pre");
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m_CalculateFrustumProgram->Bind();
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GLERROR("CalculateFrustum Error1");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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GLERROR("CalculateFrustum Error2");
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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GLERROR("CalculateFrustum Error3");
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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GLERROR("CalculateFrustum Error4");
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glDispatchCompute(5, 3, 1);
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GLERROR("CalculateFrustum Error5");
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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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m_PointLights[i].Position = glm::vec4(i, 0.f, 0.f, 0.f);
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m_PointLights[i].Position = glm::vec4(5.f * (i-1), 0.f, 0.f, 1.f);
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m_PointLights[i].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
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m_PointLights[i].Radius = 10.f;
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}
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}
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void Renderer::CullLights()
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{
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GLERROR("CullLights Error: Pre");
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m_LightCullProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_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_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
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GLERROR("CullLights Error");
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GLERROR("CullLights Error: End");
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}
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void Renderer::DrawForwardPlus(RenderQueueCollection& rq)
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{
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GLERROR("Renderer::DrawForwardPlus: Pre");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glClearColor(200.f / 255, 0.f / 255, 200.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ForwardPlusProgram->Bind();
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GLuint ShaderHandle = m_ForwardPlusProgram->GetHandle();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
GLERROR("Renderer::DrawForwardPlus: End");
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user