Framework for Forward+ renderer, Buggy.
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@@ -10,11 +10,17 @@ void Renderer::Initialize()
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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TEMPCreateLights();
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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InitializeFrameBuffers();
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InitializeSSBOs();
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CalculateFrustum();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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@@ -80,6 +86,13 @@ void Renderer::InitializeShaders()
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m_DrawScreenQuadProgram.Compile();
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m_DrawScreenQuadProgram.Link();
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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.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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m_CalculateFrustumProgram.Compile();
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m_CalculateFrustumProgram.Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -169,7 +182,8 @@ void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass(rq);
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DrawScreenQuad(m_PickingTexture);
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//DrawScreenQuad(m_PickingTexture);
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//CullLights();
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DrawScene(rq);
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glfwSwapBuffers(m_Window);
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@@ -278,7 +292,6 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
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}
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -300,7 +313,6 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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{
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m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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@@ -332,8 +344,6 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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GLERROR("Texture initialization failed");
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}
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void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
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{
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glGenRenderbuffers(1, &m_DepthBuffer);
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@@ -343,4 +353,79 @@ void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better lo
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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}
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}
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void Renderer::InitializeSSBOs()
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{
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glGenBuffers(1, &m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_FrustumSSBO");
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glGenBuffers(1, &m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightSSBO");
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glGenBuffers(1, &m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightGridSSBO");
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glGenBuffers(1, &m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightOffsetSSBO");
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glGenBuffers(1, &m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightIndexSSBO");
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}
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void Renderer::CalculateFrustum()
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{
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m_CalculateFrustumProgram.Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
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GLERROR("CalculateFrustum Error");
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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].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
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}
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}
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void Renderer::CullLights()
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{
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m_LightCullProgram.Bind();
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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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}
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