Files
axyz/include/Engine/Rendering/LightCullingPass.h
T

78 lines
1.8 KiB
C++

#ifndef LightCullingPass_h__
#define LightCullingPass_h__
#define TILE_SIZE 16
#define NUM_LIGHTS 1000
#include "IRenderer.h"
#include "LightCullingPassState.h"
#include "ShaderProgram.h"
class LightCullingPass
{
public:
LightCullingPass(IRenderer* renderer);
~LightCullingPass();
void GenerateNewFrustum();
void CullLights();
void FillLightList(RenderQueueCollection& rq);
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
GLuint LightSSBO() const { return m_LightSSBO; }
GLuint LightGridSSBO() const { return m_LightGridSSBO; }
GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
private:
void InitializeSSBOs();
void InitializeShaderPrograms();
const IRenderer* m_Renderer;
GLuint m_FrustumSSBO = 0;
GLuint m_LightSSBO = 0;
GLuint m_LightGridSSBO = 0;
GLuint m_LightOffsetSSBO = 0;
GLuint m_LightIndexSSBO = 0;
ShaderProgram* m_CalculateFrustumProgram;
ShaderProgram* m_LightCullProgram;
struct Plane {
glm::vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
//This should be a component
struct PointLight {
glm::vec4 Position = glm::vec4(0.f);
glm::vec4 Color = glm::vec4(1.f);
float Radius = 5.f;
float Intensity = 0.8f;
float Falloff = 0.3f;
float Padding = 1337;
};
std::vector<PointLight> m_PointLights;
struct LightGrid {
float Start;
float Amount;
glm::vec2 Padding;
};
LightGrid m_LightGrid[80*45]; //TODO: Renderer: Make this change with resolution
int m_LightOffset = 0;
float m_LightIndex[80*45*200]; //TODO: Renderer: Make this change with resolution
};
#endif