Working directional light
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@@ -40,15 +40,14 @@ void LightCullingPass::OnResolutionChange()
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void LightCullingPass::SetSSBOSizes()
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{
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m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
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//m_Frustums = new Frustum[s];
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//m_LightGrid = new LightGrid[s];
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//m_LightIndex = new float[s*200];
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m_NumberOfTiles = (int)(m_Renderer->Resolution().Width/TILE_SIZE) * (int)(m_Renderer->Resolution().Height/TILE_SIZE);
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m_Frustums = new Frustum[m_NumberOfTiles];
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m_LightGrid = new LightGrid[m_NumberOfTiles];
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m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
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for (int i = 0; i < m_NumberOfTiles*MAX_LIGHTS_PER_TILE; i++) {
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m_LightIndex[i] = -1;
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}
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}
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void LightCullingPass::CullLights(RenderScene& scene)
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@@ -75,7 +74,7 @@ void LightCullingPass::CullLights(RenderScene& scene)
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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_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
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glDispatchCompute(glm::ceil(m_Renderer->Resolution().Width / TILE_SIZE), glm::ceil(m_Renderer->Resolution().Height / TILE_SIZE), 1);
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GLERROR("CullLights Error: End");
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}
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@@ -117,25 +116,22 @@ void LightCullingPass::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(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, 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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if(m_LightSources.size() > 0) {
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * m_LightSources.size(), &(m_LightSources[0]), GL_DYNAMIC_COPY);
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}
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, 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(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, 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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