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:
@@ -0,0 +1,154 @@
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#version 430
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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 MAX_LIGHTS_PER_TILE 200
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#define TILE_SIZE 16
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uniform mat4 V;
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uniform vec2 ScreenDimensions;
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struct Plane {
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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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layout (std430, binding = 0) buffer FrustumBuffer
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{
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Frustum Data[];
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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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float Start;
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float Amount;
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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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float 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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int 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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//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; i++)
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{
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if(! SphereInsidePlane(center, radius, frustum.Planes[i]))
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{
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return false;
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}
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}
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return true;
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}
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void AppendLight(int li)
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{
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int 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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GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
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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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barrier();
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memoryBarrierShared();
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for(int i = int(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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barrier();
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memoryBarrierShared();
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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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LightGrids.Data[GroupIndex].Start = GroupLightIndexStartOffset;
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LightGrids.Data[GroupIndex].Amount = GroupLightCount;
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}
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barrier();
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for (uint i = gl_LocalInvocationIndex; i < GroupLightCount; i += TILE_SIZE * TILE_SIZE )
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{
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LightIndex[GroupLightIndexStartOffset + i] = GroupLightIndex[i];
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}
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}
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@@ -0,0 +1,132 @@
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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 vec2 ScreenDimensions;
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uniform sampler2D texture0;
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#define TILE_SIZE 16
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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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float Start;
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float Amount;
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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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float 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(0.3,0.3,0.3,1);
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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, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, 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, float falloff)
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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, falloff);
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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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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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//for(int i = 0; i < 3; i++)
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for(int i = start; i < start + amount; i++)
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{
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int l = int(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, PointLights.List[i].Falloff);
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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 += 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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{
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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)].Amount/3.0, 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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@@ -1,7 +1,6 @@
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#version 430
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#define TILE_SIZE 16
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#define NUM_TILES 3600
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uniform mat4 P;
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uniform vec2 ScreenDimensions;
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@@ -16,7 +15,7 @@ struct Frustum {
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layout (std430, binding = 0) buffer FrustumBuffer
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{
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Frustum Data[3600];
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Frustum Data[];
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} Frustums;
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vec4 ConvertToView(vec4 ScreenCoords)
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@@ -43,31 +42,34 @@ Plane ComputePlane( vec3 p0, vec3 p1, vec3 p2 )
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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(gl_GlobalInvocationID.x * TILE_SIZE < ScreenDimensions.x && gl_GlobalInvocationID.y * TILE_SIZE < ScreenDimensions.y) {
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//Top-Left = 0 | Top-Right = 1
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//Bottom-Left = 2 | Bottom-Right = 3
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vec4 ScreenCoords[4];
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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
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ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
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ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
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ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
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vec3 ViewVectors[4];
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for(int i = 0; i < 4; i++) {
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ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
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}
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vec3 EyePos = vec3(0,0,0);
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Frustum f;
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f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]);
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f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]);
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f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]);
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f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]);
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//Top-Left = 0 | Top-Right = 1
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//Bottom-Left = 2 | Bottom-Right = 3
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vec4 ScreenCoords[4];
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ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
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ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
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ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
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ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
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Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
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vec3 ViewVectors[4];
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for(int i = 0; i < 4; i++) {
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ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
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}
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vec3 EyePos = vec3(0.0, 0.0 ,0.0);
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Frustum f;
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f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]); // left plane
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f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]); // right plane
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f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]); // top plane
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f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]); // bottom plane
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if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // inside the screen
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Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*int(ScreenDimensions.x/TILE_SIZE)] = f;
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}
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}
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@@ -1,35 +0,0 @@
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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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#define NUM_LIGHTS 3
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#define MAX_LIGHTS_PER_TILE 200
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#define NUM_TILES 3600
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struct Plane {
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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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layout (std430, binding = 0) buffer FrustumBuffer
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{
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Frustum Data[3600];
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} Frustums;
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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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}
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}
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