Merge remote-tracking branch 'origin/master' into TextRendering

# Conflicts:
#	include/Engine/Rendering/RenderQueue.h
#	include/Engine/Rendering/RenderSystem.h
#	include/Game/Game.h
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
viktorljung
2016-01-18 17:44:26 +01:00
159 changed files with 4202 additions and 990 deletions
+154
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@@ -0,0 +1,154 @@
#version 430
//in uvec3 gl_NumWorkGroups; //contains the number of workgroups that have been dispatched to a compute shader
//in uvec3 gl_WorkGroupID; //contains the index of the workgroup currently being operated on by a compute shader
//in uvec3 gl_LocalInvocationID; //contains the index of work item currently being operated on by a compute shader
//in uvec3 gl_GlobalInvocationID; //contains the global index of work item currently being operated on by a compute shader
//in uint gl_LocalInvocationIndex; //contains the local linear index of work item currently being operated on by a compute shader
#define MAX_LIGHTS_PER_TILE 200
#define TILE_SIZE 16
uniform mat4 V;
uniform vec2 ScreenDimensions;
struct Plane {
vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Data[];
} Frustums;
struct PointLight {
vec4 Position;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
float Padding;
};
layout (std430, binding = 1) buffer LightBuffer
{
PointLight List[];
} PointLights;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 3) buffer LightOffsetBuffer
{
int LightOffset[];
};
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
shared int GroupLightCount;
shared int GroupLightIndexStartOffset;
shared int GroupLightIndex[MAX_LIGHTS_PER_TILE];
shared Frustum GroupFrustum;
int GroupIndex;
bool SphereInsidePlane(vec3 center, float radius, Plane plane)
{
return dot(plane.Normal, center) - plane.d > -radius;
}
bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
{
//Check depth here
//if ( sphere.c.z - sphere.r > zNear || sphere.c.z + sphere.r < zFar )
//{
// result = false;
//}
for (int i =0; i < 4; i++)
{
if(! SphereInsidePlane(center, radius, frustum.Planes[i]))
{
return false;
}
}
return true;
}
void AppendLight(int li)
{
int index;
index = atomicAdd(GroupLightCount, 1);
if( index < MAX_LIGHTS_PER_TILE )
{
GroupLightIndex[index] = int(li);
}
}
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
if(gl_LocalInvocationIndex == 0)
{
GroupLightCount = 0;
GroupFrustum = Frustums.Data[GroupIndex];
}
barrier();
memoryBarrierShared();
for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
{
PointLight light = PointLights.List[i];
//if pointlight
//Pos i view antagligen
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
{
//TODO: Fix transparent and opaque list, and depth test.
AppendLight( i );
}
//if conelight
//if directional
}
barrier();
memoryBarrierShared();
if(gl_LocalInvocationIndex == 0)
{
GroupLightIndexStartOffset = atomicAdd(LightOffset[0], GroupLightCount);
LightGrids.Data[GroupIndex].Start = GroupLightIndexStartOffset;
LightGrids.Data[GroupIndex].Amount = GroupLightCount;
}
barrier();
for (uint i = gl_LocalInvocationIndex; i < GroupLightCount; i += TILE_SIZE * TILE_SIZE )
{
LightIndex[GroupLightIndexStartOffset + i] = GroupLightIndex[i];
}
}
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#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec2 ScreenDimensions;
uniform sampler2D texture0;
#define TILE_SIZE 16
struct PointLight {
vec4 Position;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
float Padding;
};
layout (std430, binding = 1) buffer LightBuffer
{
PointLight List[];
} PointLights;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Input;
out vec4 fragmentColor;
vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
void main()
{
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = V * vec4(Input.Normal, 0.0);
vec4 viewVec = normalize(-position);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/16);
tilePos.y = int(gl_FragCoord.y/16);
LightResult totalLighting;
totalLighting.Diffuse = scene_ambient;
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
//for(int i = 0; i < 3; i++)
for(int i = start; i < start + amount; i++)
{
int l = int(LightIndex[i]);
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
totalLighting.Diffuse += result.Diffuse;
totalLighting.Specular += result.Specular;
}
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
//fragmentColor = texel * Input.DiffuseColor * Color;
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
{
//fragmentColor += vec4(0.5, 0, 0, 0);
} else {
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
}
}
+34
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#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 DiffuseVertexColor;
layout(location = 6) in vec4 SpecularVertexColor;
layout(location = 7) in vec4 BoneIndices1;
layout(location = 8) in vec4 BoneIndices2;
layout(location = 9) in vec4 BoneWeights1;
layout(location = 10) in vec4 BoneWeights2;
out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
Output.DiffuseColor = DiffuseVertexColor;
}
+27 -25
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@@ -1,7 +1,6 @@
#version 430
#define TILE_SIZE 16
#define NUM_TILES 3600
uniform mat4 P;
uniform vec2 ScreenDimensions;
@@ -16,7 +15,7 @@ struct Frustum {
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Data[3600];
Frustum Data[];
} Frustums;
vec4 ConvertToView(vec4 ScreenCoords)
@@ -43,31 +42,34 @@ Plane ComputePlane( vec3 p0, vec3 p1, vec3 p2 )
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
if(gl_GlobalInvocationID.x * TILE_SIZE < ScreenDimensions.x && gl_GlobalInvocationID.y * TILE_SIZE < ScreenDimensions.y) {
//Top-Left = 0 | Top-Right = 1
//Bottom-Left = 2 | Bottom-Right = 3
vec4 ScreenCoords[4];
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1 ) * TILE_SIZE, -1.0, 1.0); // Z-axis might need to be 1
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
vec3 ViewVectors[4];
for(int i = 0; i < 4; i++) {
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
}
vec3 EyePos = vec3(0,0,0);
Frustum f;
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]);
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]);
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]);
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]);
//Top-Left = 0 | Top-Right = 1
//Bottom-Left = 2 | Bottom-Right = 3
vec4 ScreenCoords[4];
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
vec3 ViewVectors[4];
for(int i = 0; i < 4; i++) {
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
}
vec3 EyePos = vec3(0.0, 0.0 ,0.0);
Frustum f;
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]); // left plane
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]); // right plane
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]); // top plane
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]); // bottom plane
if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // inside the screen
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*int(ScreenDimensions.x/TILE_SIZE)] = f;
}
}
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@@ -1,35 +0,0 @@
#version 430
//in uvec3 gl_NumWorkGroups;
//in uvec3 gl_WorkGroupID;
//in uvec3 gl_LocalInvocationID;
//in uvec3 gl_GlobalInvocationID;
//in uint gl_LocalInvocationIndex;
#define NUM_LIGHTS 3
#define MAX_LIGHTS_PER_TILE 200
#define NUM_TILES 3600
struct Plane {
vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Data[3600];
} Frustums;
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
if(1 == 1) {
}
}