Forward+ Debugging commit, dont try it.

This commit is contained in:
Tleety
2015-12-09 17:36:03 +01:00
parent 393a774140
commit de6e74c0b1
4 changed files with 33 additions and 105 deletions
+8 -11
View File
@@ -63,15 +63,12 @@ private:
void CalculateFrustum();
void CullLights();
//Frustum
struct Plane
{
struct Plane {
glm::vec3 Normal;
float d;
};
struct Frustum
{
Plane plane[4];
struct Frustum {
Plane Planes[4];
};
Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
@@ -100,11 +97,11 @@ private:
int m_LightIndex[80*45*200];
//-------------------------SSBO------------------------//
GLuint m_FrustumSSBO;
GLuint m_LightSSBO;
GLuint m_LightGridSSBO;
GLuint m_LightOffsetSSBO;
GLuint m_LightIndexSSBO;
GLuint m_FrustumSSBO = 0;
GLuint m_LightSSBO = 1;
GLuint m_LightGridSSBO = 2;
GLuint m_LightOffsetSSBO = 3;
GLuint m_LightIndexSSBO = 4;
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
+2 -47
View File
@@ -14,29 +14,11 @@ struct Frustum {
Plane Planes[4];
};
layout (std430, binding = 1) buffer FrustumBuffer
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Data[80*45];
Frustum Data[3600];
} Frustums;
struct PlaneNormals {
vec3 Normal1;
float pad1;
vec3 Normal2;
float Pad2;
};
struct FrustumNormals {
PlaneNormals Planes[4];
};
layout (std430, binding = 2) buffer PlaneNormalBuffer
{
FrustumNormals Data[80*45];
} FrustumNorm;
vec4 ConvertToView(vec4 ScreenCoords)
{
vec2 normalizedScreenCoords = ScreenCoords.xy / ScreenDimensions;
@@ -75,33 +57,6 @@ void main ()
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
}
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = (ViewVectors[2]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = (ViewVectors[0]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = (ViewVectors[1]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = (ViewVectors[3]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = (ViewVectors[0]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = (ViewVectors[1]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = (ViewVectors[3]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = (ViewVectors[2]);
/*
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = vec3(ScreenCoords[2]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = vec3(ScreenCoords[0]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = vec3(ScreenCoords[1]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = vec3(ScreenCoords[3]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = vec3(ScreenCoords[0]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = vec3(ScreenCoords[1]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = vec3(ScreenCoords[3]);
FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = vec3(ScreenCoords[2]);
*/
vec3 EyePos = vec3(0,0,0);
Frustum f;
+6 -42
View File
@@ -6,66 +6,30 @@
//in uvec3 gl_GlobalInvocationID;
//in uint gl_LocalInvocationIndex;
#define NUM_LIGHTS 3
#define MAX_LIGHTS_PER_TILE 200
#define NUM_TILES 3600
struct PointLight {
vec4 Position;
vec4 Color;
float Radius;
float Intensity;
vec2 Pad;
};
layout (std430, binding = 0) buffer PointLightBuffer
{
PointLight PointLights[NUM_LIGHTS];
};
struct Plane {
vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
layout (std430, binding = 1) buffer FrustumBuffer
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Frustums[80*45];
};
Frustum Data[3600];
} Frustums;
layout (std430, binding = 3) buffer LightIndexBuffer
{
float LightIndexList[MAX_LIGHTS_PER_TILE*NUM_TILES];
};
struct LightGrid
{
int Amount;
int Start;
vec2 padding;
};
layout (std430, binding = 4) buffer LightGridBuffer
{
LightGrid LightGrids[NUM_TILES];
};
layout (std430, binding = 5) buffer LightOffsetCounter
{
int GlobalLightOffsetCounter;
};
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
if(gl_LocalInvocationIndex == 0) {
LightIndexList[int(gl_WorkGroupID.x) + int(gl_WorkGroupID.y)*80] = int(gl_WorkGroupID.x);
if(1 == 1) {
}
}
+17 -5
View File
@@ -90,9 +90,9 @@ void Renderer::InitializeShaders()
m_CalculateFrustumProgram.Compile();
m_CalculateFrustumProgram.Link();
m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
m_CalculateFrustumProgram.Compile();
m_CalculateFrustumProgram.Link();
m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
m_LightCullProgram.Compile();
m_LightCullProgram.Link();
}
void Renderer::InputUpdate(double dt)
@@ -357,9 +357,11 @@ void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better lo
void Renderer::InitializeSSBOs()
{
printf("Size: %i\n", sizeof(m_Frustums));
glGenBuffers(1, &m_FrustumSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_Frustums), &m_Frustums, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_FrustumSSBO");
@@ -367,6 +369,7 @@ void Renderer::InitializeSSBOs()
glGenBuffers(1, &m_LightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_PointLights), &m_PointLights, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightSSBO");
@@ -375,6 +378,7 @@ void Renderer::InitializeSSBOs()
glGenBuffers(1, &m_LightGridSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightGrid), &m_LightGrid, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightGridSSBO");
@@ -383,6 +387,7 @@ void Renderer::InitializeSSBOs()
glGenBuffers(1, &m_LightOffsetSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightOffsetSSBO");
@@ -391,6 +396,7 @@ void Renderer::InitializeSSBOs()
glGenBuffers(1, &m_LightIndexSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightIndex), &m_LightIndex, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightIndexSSBO");
@@ -399,12 +405,18 @@ void Renderer::InitializeSSBOs()
void Renderer::CalculateFrustum()
{
GLERROR("CalculateFrustum Error-1");
m_CalculateFrustumProgram.Bind();
GLERROR("CalculateFrustum Error1");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
GLERROR("CalculateFrustum Error2");
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
GLERROR("CalculateFrustum Error3");
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
GLERROR("CalculateFrustum Error");
GLERROR("CalculateFrustum Error4");
glDispatchCompute(5, 3, 1);
GLERROR("CalculateFrustum Error5");
}