fixes
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@@ -67,6 +67,7 @@ private:
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glm::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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@@ -90,6 +91,7 @@ private:
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float Amount;
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glm::vec2 Padding;
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};
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LightGrid m_LightGrid[80*45];
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int m_LightOffset = 0;
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@@ -5,11 +5,18 @@
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<c:Transform>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/DummyScene.obj</Resource>
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</c:Model>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Scale X="100" Y="100" Z="100"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitPlane.obj</Resource>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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@@ -7,6 +7,7 @@ uniform vec4 Color;
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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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@@ -48,7 +49,7 @@ in VertexData{
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out vec4 fragmentColor;
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vec4 scene_ambient = vec4(0.6,0.6,0.6,1);
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vec4 scene_ambient = vec4(0.0,0.0,0.0,1);
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struct LightResult {
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vec4 Diffuse;
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@@ -98,10 +99,10 @@ void main()
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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) * 80));
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int start = int(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Start);
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int amount = int(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount);
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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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@@ -114,11 +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 = 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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@@ -16,7 +16,7 @@ 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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@@ -43,36 +43,32 @@ 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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//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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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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if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // innanför skärmen?
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Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
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}
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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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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*80] = f;
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}
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}
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@@ -25,7 +25,7 @@ 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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struct PointLight {
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@@ -111,11 +111,9 @@ void main ()
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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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memoryBarrierShared();
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barrier();
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for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
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@@ -124,7 +122,7 @@ void main ()
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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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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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@@ -137,20 +135,15 @@ void main ()
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}
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memoryBarrierShared();
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barrier();
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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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LightGrid g;
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g.Start = GroupLightIndexStartOffset;
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g.Amount = GroupLightCount;
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g.Padding = vec2(1111, 1111);
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LightGrids.Data[GroupIndex] = g;
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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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memoryBarrierShared();
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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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@@ -265,7 +265,7 @@ 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), -1.5f, 0.f, 1.f);
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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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@@ -280,17 +280,6 @@ void Renderer::CullLights()
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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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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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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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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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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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