Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts: # include/Engine/Rendering/PickingPass.h # include/Engine/Rendering/Renderer.h # resources/Schema/Entities/Test.xml # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp
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@@ -5,7 +5,7 @@ LightCullingPass::LightCullingPass(IRenderer* renderer)
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m_Renderer = renderer;
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InitializeSSBOs();
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InitializeShaderPrograms();
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GenerateNewFrustum();
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//GenerateNewFrustum(TODO);
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}
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LightCullingPass::~LightCullingPass()
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@@ -13,21 +13,24 @@ LightCullingPass::~LightCullingPass()
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}
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void LightCullingPass::GenerateNewFrustum()
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void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
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{
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if (scene.PointLightJobs.size() == 0)
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return;
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GLERROR("CalculateFrustum Error: Pre");
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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_Renderer->Camera()->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glDispatchCompute(5, 3, 1); //TODO: Renderer: This needs change so resolution will be right.
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GLERROR("CalculateFrustum Error: End");
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}
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void LightCullingPass::CullLights()
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void LightCullingPass::CullLights(RenderScene& scene)
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{
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GLERROR("CullLights Error: Pre");
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m_LightOffset = 0;
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@@ -45,7 +48,7 @@ void LightCullingPass::CullLights()
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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m_LightCullProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.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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@@ -56,10 +59,11 @@ void LightCullingPass::CullLights()
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GLERROR("CullLights Error: End");
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}
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void LightCullingPass::FillLightList(RenderQueueCollection& rq)
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void LightCullingPass::FillLightList(RenderScene& scene)
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{
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m_PointLights.clear();
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for(auto &job : rq.Lights) {
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for(auto &job : scene.PointLightJobs) {
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auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
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if (pointLightjob) {
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PointLight p;
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