Forward+ semi working
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@@ -15,7 +15,7 @@
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#define TILE_SIZE 16
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#define NUM_LIGHTS 3
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#define NUM_LIGHTS 25
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#include "../Core/EventBroker.h"
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@@ -49,7 +49,7 @@ in VertexData{
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out vec4 fragmentColor;
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vec4 scene_ambient = vec4(0.0,0.0,0.0,1);
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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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@@ -115,11 +115,11 @@ void main()
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}
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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fragmentColor += vec4(LightGrids.Data[currentTile].Amount/3.0, 0, 0, 1);
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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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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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@@ -24,7 +24,7 @@ vec4 ConvertToView(vec4 ScreenCoords)
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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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//view = view / view.w;
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return view;
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}
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@@ -46,7 +46,7 @@ void main ()
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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[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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@@ -59,10 +59,10 @@ void main ()
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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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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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@@ -8,7 +8,7 @@
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#define NUM_LIGHTS 3
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#define NUM_LIGHTS 25
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#define MAX_LIGHTS_PER_TILE 1024
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#define NUM_TILES 3600
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#define TILE_SIZE 16
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@@ -71,12 +71,11 @@ 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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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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bool result = true;
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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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@@ -84,14 +83,14 @@ bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zN
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// result = false;
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//}
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for (int i =0; i < 4 && result; i++)
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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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if(! SphereInsidePlane(center, radius, frustum.Planes[i]))
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{
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result = false;
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return false;
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}
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}
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return result;
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return true;
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}
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void AppendLight(int li)
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@@ -115,6 +114,7 @@ void main ()
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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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@@ -136,6 +136,7 @@ void main ()
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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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@@ -145,6 +146,7 @@ void main ()
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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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@@ -5,7 +5,7 @@ void Renderer::Initialize()
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InitializeWindow();
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
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m_DefaultCamera->SetPosition(glm::vec3(0, 1, 10));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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@@ -254,6 +254,8 @@ void Renderer::CalculateFrustum()
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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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@@ -264,11 +266,13 @@ void Renderer::CalculateFrustum()
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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(5.f * (i-1), 1.f, 0.f, 1.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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m_PointLights[i].Radius = 2.f;
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}
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for (int z = 0; z < 5; z++)
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for (int x = 0; x < 5; x++)
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{
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m_PointLights[x + z*5].Position = glm::vec4(x*2.f, 0.2f, z * 2.f, 1.f);
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m_PointLights[x + z*5].Color = glm::vec4(1.f, 0.5f, 1.f, 1.f);
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m_PointLights[x + z*5].Radius = 0.5f;
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}
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}
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void Renderer::CullLights()
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@@ -282,7 +286,7 @@ void Renderer::CullLights()
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m_LightCullProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Camera->ViewMatrix()));
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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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