Revert "Forward+"
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@@ -1,78 +0,0 @@
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#ifndef LightCullingPass_h__
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#define LightCullingPass_h__
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#define TILE_SIZE 16
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#define NUM_LIGHTS 1000
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#include "IRenderer.h"
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#include "LightCullingPassState.h"
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#include "ShaderProgram.h"
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class LightCullingPass
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{
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public:
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LightCullingPass(IRenderer* renderer);
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~LightCullingPass();
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void GenerateNewFrustum();
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void CullLights();
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void FillLightList(RenderQueueCollection& rq);
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GLuint FrustumSSBO() const { return m_FrustumSSBO; }
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GLuint LightSSBO() const { return m_LightSSBO; }
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GLuint LightGridSSBO() const { return m_LightGridSSBO; }
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GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
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GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
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private:
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void InitializeSSBOs();
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void InitializeShaderPrograms();
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const IRenderer* m_Renderer;
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GLuint m_FrustumSSBO = 0;
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GLuint m_LightSSBO = 0;
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GLuint m_LightGridSSBO = 0;
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GLuint m_LightOffsetSSBO = 0;
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GLuint m_LightIndexSSBO = 0;
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_LightCullProgram;
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struct Plane {
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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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Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
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//This should be a component
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struct PointLight {
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glm::vec4 Position = glm::vec4(0.f);
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glm::vec4 Color = glm::vec4(1.f);
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float Radius = 5.f;
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float Intensity = 0.8f;
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float Falloff = 0.3f;
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float Padding = 1337;
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};
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std::vector<PointLight> m_PointLights;
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struct LightGrid {
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float Start;
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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]; //TODO: Renderer: Make this change with resolution
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int m_LightOffset = 0;
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float m_LightIndex[80*45*200]; //TODO: Renderer: Make this change with resolution
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};
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#endif
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