Forward+ Debugging commit, dont try it.
This commit is contained in:
@@ -63,15 +63,12 @@ private:
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void CalculateFrustum();
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void CullLights();
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//Frustum
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struct Plane
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{
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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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{
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Plane plane[4];
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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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@@ -100,11 +97,11 @@ private:
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int m_LightIndex[80*45*200];
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//-------------------------SSBO------------------------//
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GLuint m_FrustumSSBO;
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GLuint m_LightSSBO;
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GLuint m_LightGridSSBO;
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GLuint m_LightOffsetSSBO;
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GLuint m_LightIndexSSBO;
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GLuint m_FrustumSSBO = 0;
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GLuint m_LightSSBO = 1;
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GLuint m_LightGridSSBO = 2;
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GLuint m_LightOffsetSSBO = 3;
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GLuint m_LightIndexSSBO = 4;
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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//--------------------ShaderPrograms-------------------//
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@@ -14,29 +14,11 @@ struct Frustum {
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Plane Planes[4];
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};
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layout (std430, binding = 1) buffer FrustumBuffer
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layout (std430, binding = 0) buffer FrustumBuffer
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{
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Frustum Data[80*45];
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Frustum Data[3600];
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} Frustums;
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struct PlaneNormals {
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vec3 Normal1;
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float pad1;
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vec3 Normal2;
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float Pad2;
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};
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struct FrustumNormals {
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PlaneNormals Planes[4];
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};
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layout (std430, binding = 2) buffer PlaneNormalBuffer
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{
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FrustumNormals Data[80*45];
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} FrustumNorm;
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vec4 ConvertToView(vec4 ScreenCoords)
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{
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vec2 normalizedScreenCoords = ScreenCoords.xy / ScreenDimensions;
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@@ -75,33 +57,6 @@ void main ()
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ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
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}
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = (ViewVectors[2]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = (ViewVectors[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = (ViewVectors[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = (ViewVectors[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = (ViewVectors[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = (ViewVectors[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = (ViewVectors[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = (ViewVectors[2]);
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/*
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = vec3(ScreenCoords[2]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = vec3(ScreenCoords[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = vec3(ScreenCoords[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = vec3(ScreenCoords[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = vec3(ScreenCoords[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = vec3(ScreenCoords[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = vec3(ScreenCoords[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = vec3(ScreenCoords[2]);
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*/
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vec3 EyePos = vec3(0,0,0);
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Frustum f;
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@@ -6,66 +6,30 @@
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//in uvec3 gl_GlobalInvocationID;
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//in uint gl_LocalInvocationIndex;
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#define NUM_LIGHTS 3
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#define MAX_LIGHTS_PER_TILE 200
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#define NUM_TILES 3600
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struct PointLight {
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vec4 Position;
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vec4 Color;
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float Radius;
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float Intensity;
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vec2 Pad;
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};
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layout (std430, binding = 0) buffer PointLightBuffer
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{
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PointLight PointLights[NUM_LIGHTS];
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};
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struct Plane {
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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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layout (std430, binding = 1) buffer FrustumBuffer
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layout (std430, binding = 0) buffer FrustumBuffer
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{
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Frustum Frustums[80*45];
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};
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Frustum Data[3600];
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} Frustums;
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layout (std430, binding = 3) buffer LightIndexBuffer
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{
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float LightIndexList[MAX_LIGHTS_PER_TILE*NUM_TILES];
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};
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struct LightGrid
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{
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int Amount;
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int Start;
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vec2 padding;
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};
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layout (std430, binding = 4) buffer LightGridBuffer
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{
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LightGrid LightGrids[NUM_TILES];
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};
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layout (std430, binding = 5) buffer LightOffsetCounter
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{
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int GlobalLightOffsetCounter;
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};
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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_LocalInvocationIndex == 0) {
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LightIndexList[int(gl_WorkGroupID.x) + int(gl_WorkGroupID.y)*80] = int(gl_WorkGroupID.x);
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if(1 == 1) {
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}
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}
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@@ -90,9 +90,9 @@ void Renderer::InitializeShaders()
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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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m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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m_LightCullProgram.Compile();
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m_LightCullProgram.Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -357,9 +357,11 @@ void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better lo
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void Renderer::InitializeSSBOs()
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{
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printf("Size: %i\n", sizeof(m_Frustums));
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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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_FrustumSSBO");
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@@ -367,6 +369,7 @@ void Renderer::InitializeSSBOs()
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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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightSSBO");
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@@ -375,6 +378,7 @@ void Renderer::InitializeSSBOs()
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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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightGridSSBO");
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@@ -383,6 +387,7 @@ void Renderer::InitializeSSBOs()
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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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightOffsetSSBO");
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@@ -391,6 +396,7 @@ void Renderer::InitializeSSBOs()
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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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLERROR("m_LightIndexSSBO");
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@@ -399,12 +405,18 @@ void Renderer::InitializeSSBOs()
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void Renderer::CalculateFrustum()
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{
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GLERROR("CalculateFrustum Error-1");
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m_CalculateFrustumProgram.Bind();
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GLERROR("CalculateFrustum Error1");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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GLERROR("CalculateFrustum Error2");
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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GLERROR("CalculateFrustum Error3");
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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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GLERROR("CalculateFrustum Error4");
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glDispatchCompute(5, 3, 1);
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GLERROR("CalculateFrustum Error5");
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}
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