Framework for Forward+ renderer, Buggy.
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@@ -0,0 +1,118 @@
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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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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 = 1) buffer FrustumBuffer
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{
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Frustum Data[80*45];
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} Frustums;
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struct PlaneNormals {
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vec3 Normal1;
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float pad1;
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vec3 Normal2;
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float Pad2;
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};
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struct FrustumNormals {
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PlaneNormals Planes[4];
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};
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layout (std430, binding = 2) buffer PlaneNormalBuffer
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{
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FrustumNormals Data[80*45];
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} FrustumNorm;
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vec4 ConvertToView(vec4 ScreenCoords)
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{
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vec2 normalizedScreenCoords = ScreenCoords.xy / ScreenDimensions;
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vec4 clipSpace = vec4( vec2(normalizedScreenCoords.x, normalizedScreenCoords.y) * 2.0 - 1.0, ScreenCoords.z, ScreenCoords.w);
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vec4 view = inverse(P) * clipSpace;
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view = view / view.w;
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return view;
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}
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Plane ComputePlane( vec3 p0, vec3 p1, vec3 p2 )
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{
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Plane plane;
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vec3 v0 = p1 - p0;
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vec3 v2 = p2 - p0;
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plane.Normal = normalize( cross( v0, v2 ) );
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plane.d = dot( vec3(plane.Normal), p0 ); // Always 0 probably
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return plane;
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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(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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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = (ViewVectors[2]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = (ViewVectors[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = (ViewVectors[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = (ViewVectors[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = (ViewVectors[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = (ViewVectors[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = (ViewVectors[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = (ViewVectors[2]);
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/*
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = vec3(ScreenCoords[2]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = vec3(ScreenCoords[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = vec3(ScreenCoords[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = vec3(ScreenCoords[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = vec3(ScreenCoords[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = vec3(ScreenCoords[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = vec3(ScreenCoords[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = vec3(ScreenCoords[2]);
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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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Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
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}
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}
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@@ -0,0 +1,71 @@
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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 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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vec2 Pad;
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};
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layout (std430, binding = 0) buffer PointLightBuffer
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{
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PointLight PointLights[NUM_LIGHTS];
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};
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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 = 1) buffer FrustumBuffer
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{
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Frustum Frustums[80*45];
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};
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layout (std430, binding = 3) buffer LightIndexBuffer
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{
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float LightIndexList[MAX_LIGHTS_PER_TILE*NUM_TILES];
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};
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struct LightGrid
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{
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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 = 4) buffer LightGridBuffer
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{
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LightGrid LightGrids[NUM_TILES];
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};
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layout (std430, binding = 5) buffer LightOffsetCounter
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{
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int GlobalLightOffsetCounter;
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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(gl_LocalInvocationIndex == 0) {
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LightIndexList[int(gl_WorkGroupID.x) + int(gl_WorkGroupID.y)*80] = int(gl_WorkGroupID.x);
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}
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}
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