Add z prepass, huge mesh shader lighting optimization (2ms vs 0.2ms)
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c27e1cecc3
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@ -1,7 +1,77 @@
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#extension GL_ARB_bindless_texture : enable
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_KHR_shader_subgroup_vote : enable
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// Keep in sync with cpu
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#define MAX_POINT_LIGHTS 8
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#define PI 3.1415926535897932384626433832795
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#define CSM_SPLITS 4
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struct DrawCmdData {
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mat4 transform;
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};
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// UBOs
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layout(std140, binding = 0) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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layout(std430, binding = 3) readonly buffer DrawCmdDatas {
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uint draws_count;
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// Access by gl_DrawID
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DrawCmdData draw_data[];
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};
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layout(location = 16, bindless_sampler) uniform sampler2DArrayShadow shadow_maps;
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layout(location = 17, bindless_sampler) uniform samplerCubeArrayShadow cube_shadow_maps;
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layout(location = 21) uniform uint lights_count;
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// Input, output blocks
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VERTEX_EXPORT VertexData {
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vec3 vPos;
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vec2 uv;
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mat3 vTBN;
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vec3 wPos;
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vec3 wNormal;
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} VertexOut;
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VERTEX_EXPORT flat int DrawID;
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float random(vec4 seed4) {
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float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
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return fract(sin(dot_product) * 43758.5453);
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}
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aUV;
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layout(location = 3) in vec3 aTangent;
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void main() {
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DrawID = gl_DrawID;
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mat4 model = draw_data[gl_DrawID].transform;
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mat4 viewModel = view * model;
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vec4 vPos = viewModel * vec4(aPos.xyz, 1.0);
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gl_Position = projection * vPos;
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VertexOut.vPos = vPos.xyz / vPos.w;
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VertexOut.uv = aUV;
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vec3 aBitangent = cross(aTangent, aNormal);
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vec3 T = normalize(vec3(viewModel * vec4(aTangent, 0.0)));
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vec3 B = normalize(vec3(viewModel * vec4(aBitangent, 0.0)));
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vec3 N = normalize(vec3(viewModel * vec4(aNormal, 0.0)));
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VertexOut.vTBN = mat3(T, B, N);
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VertexOut.wPos = (model * vec4(aPos.xyz, 1.0)).xyz;
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VertexOut.wNormal = normalize(model * vec4(aNormal, 0.0)).xyz;
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}
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#endif // VERTEX_SHADER
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#if FRAGMENT_SHADER
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// Types
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struct Light {
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@ -38,18 +108,9 @@ struct Material {
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vec2 emission_map_uv_scale;
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};
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struct DrawCmdData {
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mat4 transform;
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};
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// UBOs
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layout(std140, binding = 0) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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layout(std430, binding = 1) readonly buffer Lights {
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uint lights_count;
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uint _lights_count;
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Light lights[];
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};
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@ -58,10 +119,13 @@ layout(std430, binding = 2) readonly buffer Materials {
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Material materials[];
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};
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layout(std430, binding = 3) readonly buffer DrawCmdDatas {
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uint draws_count;
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// Access by gl_DrawID
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DrawCmdData draw_data[];
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out vec4 FragColor;
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struct EvalMaterial {
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vec4 albedo;
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bool metallic;
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float roughness;
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vec3 emission;
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};
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int getShadowMapIndex(int lightIdx) {
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@ -73,75 +137,17 @@ int getCSMSplitCount(int lightIdx) {
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}
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int getCSMSplit(int lightIdx, float depth) {
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int totalSplits = getCSMSplitCount(lightIdx);
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// int totalSplits = getCSMSplitCount(lightIdx);
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for (int i = 0; i < totalSplits; i++) {
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for (int i = 0; i < CSM_SPLITS; i++) {
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if (depth > lights[lightIdx].csm_split_points[i]) {
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return i;
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}
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}
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return totalSplits - 1;
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return CSM_SPLITS - 1;
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}
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layout(location = 16, bindless_sampler) uniform sampler2DArrayShadow shadow_maps;
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layout(location = 17, bindless_sampler) uniform samplerCubeArrayShadow cube_shadow_maps;
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// Input, output blocks
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VERTEX_EXPORT VertexData {
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vec3 vPos;
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vec2 uv;
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mat3 vTBN;
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vec3 wPos;
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vec3 wNormal;
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} VertexOut;
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VERTEX_EXPORT flat int DrawID;
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float random(vec4 seed4) {
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float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
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return fract(sin(dot_product) * 43758.5453);
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}
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aUV;
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layout(location = 3) in vec3 aTangent;
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void main() {
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DrawID = gl_DrawID;
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mat4 model = draw_data[DrawID].transform;
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vec4 vPos = view * model * vec4(aPos.xyz, 1.0);
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gl_Position = projection * vPos;
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VertexOut.vPos = vPos.xyz / vPos.w; // I don't think this is needed, but leaving just in case
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VertexOut.uv = aUV;
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vec3 aBitangent = cross(aTangent, aNormal);
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vec3 T = normalize(vec3(view * model * vec4(aTangent, 0.0)));
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vec3 B = normalize(vec3(view * model * vec4(aBitangent, 0.0)));
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vec3 N = normalize(vec3(view * model * vec4(aNormal, 0.0)));
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VertexOut.vTBN = mat3(T, B, N);
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vec4 wPos = model * vec4(aPos.xyz, 1.0);
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VertexOut.wPos = wPos.xyz / wPos.w;
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VertexOut.wNormal = normalize(model * vec4(aNormal, 0.0)).xyz;
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}
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#endif // VERTEX_SHADER
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#if FRAGMENT_SHADER
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out vec4 FragColor;
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struct EvalMaterial {
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vec4 albedo;
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bool metallic;
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float roughness;
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vec3 emission;
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};
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EvalMaterial evalMaterial() {
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Material mat = materials[DrawID];
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EvalMaterial result;
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@ -177,8 +183,8 @@ float ggxDistribution(EvalMaterial mat, float NDotH) {
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return alpha2 / max((PI * d * d), eps);
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}
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float lightAttenuation(float point, float dist, float radius) {
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float d = max(dist - radius, 0) * point;
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float lightAttenuation(bool point, float dist, float radius) {
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float d = max(dist - radius, 0) * (point ? 1.0 : 0.0);
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float denom = d/radius + 1;
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float att = 1 / (denom * denom);
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@ -206,10 +212,8 @@ float map(float value, float min1, float max1, float min2, float max2) {
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return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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}
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vec3 microfacetModel(EvalMaterial mat, int light_idx, Light light, vec3 P, vec3 N) {
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int csm_split_idx = getCSMSplit(light_idx, P.z);
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// Visualize CSM splits
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//mat.albedo = vec4(mix(mat.albedo.rgb, csm_split_colors[csm_split_idx], 0.8), mat.albedo.a);
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vec3 microfacetModel(EvalMaterial mat, int light_idx, vec3 P, vec3 N) {
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// Light light = lights[light_idx];
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vec3 diffuseBrdf = vec3(0); // metallic
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if (!mat.metallic) {
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@ -217,10 +221,10 @@ vec3 microfacetModel(EvalMaterial mat, int light_idx, Light light, vec3 P, vec3
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}
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// 0 - means directional, 1 - means point light
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float point = light.vPos.w;
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vec3 lightI = light.color.rgb;
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float lightRadius = max(light.color.a, eps);
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vec3 L = mix(-light.vPos.xyz, light.vPos.xyz - P, light.vPos.w);
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bool point = subgroupAll(lights[light_idx].vPos.w == 1);
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vec3 lightI = lights[light_idx].color.rgb;
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float lightRadius = max(lights[light_idx].color.a, eps);
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vec3 L = mix(-lights[light_idx].vPos.xyz, lights[light_idx].vPos.xyz - P, lights[light_idx].vPos.w);
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float dist = max(length(L), eps);
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L /= dist;
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@ -245,40 +249,42 @@ vec3 microfacetModel(EvalMaterial mat, int light_idx, Light light, vec3 P, vec3
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float normal_offset_scale = clamp(1 - NDotL, 0, 1);
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normal_offset_scale *= 10; // constant
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int shadow_map_idx = getShadowMapIndex(light_idx);
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shadow_map_idx = 0;
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int shadow_map_idx = subgroupBroadcastFirst(getShadowMapIndex(light_idx));
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float constant_bias = 0.003;
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float shadow_mult = 1;
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vec4 shadow_offset = vec4(VertexOut.wNormal * normal_offset_scale, 0);
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if (point == 1) {
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if (point) {
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vec2 shadow_map_texel_size = 1.0 / vec2(textureSize(cube_shadow_maps, 0));
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shadow_offset *= shadow_map_texel_size.x;
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vec3 shadow_dir = (light.view_mat * vec4(VertexOut.wPos, 1.0)).xyz;
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vec3 shadow_dir = (lights[light_idx].view_mat * vec4(VertexOut.wPos, 1.0)).xyz;
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float world_depth = length(shadow_dir.xyz);
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shadow_dir = normalize((light.view_mat * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xyz);
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float mapped_depth = map(world_depth, light.params.x, light.params.y, 0, 1);
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shadow_dir = normalize((lights[light_idx].view_mat * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xyz);
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float mapped_depth = map(world_depth, lights[light_idx].params.x, lights[light_idx].params.y, 0, 1);
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vec4 texcoord;
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texcoord.xyz = shadow_dir;
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texcoord.w = float(light_idx);
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float sum = 0;
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for (float z = -1; z <= 1; z += 1) {
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for (float y = -1; y <= 1; y += 1) {
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for (float x = -1; x <= 1; x += 1) {
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sum += texture(cube_shadow_maps, vec4(normalize(texcoord.xyz + vec3(x, y, z) * shadow_map_texel_size.x), texcoord.w), mapped_depth - constant_bias);
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}
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}
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}
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shadow_mult = sum / 27;
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sum += texture(cube_shadow_maps, vec4(normalize(texcoord.xyz), texcoord.w), mapped_depth - constant_bias);
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// for (float y = -1.5; y <= 1.5; y += 1) {
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// for (float x = -1.5; x <= 1.5; x += 1) {
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// // sum += texture(cube_shadow_maps, vec4(normalize(texcoord.xyz + vec3(x, y, z) * shadow_map_texel_size.x), texcoord.w), mapped_depth - constant_bias);
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// }
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// }
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shadow_mult = sum / 1.0;
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} else {
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int csm_split_idx = subgroupBroadcastFirst(getCSMSplit(light_idx, P.z));
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// Visualize CSM splits
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//mat.albedo = vec4(mix(mat.albedo.rgb, csm_split_colors[csm_split_idx], 0.8), mat.albedo.a);
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// Directional shadow
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vec2 shadow_map_texel_size = 1.0 / vec2(textureSize(shadow_maps, 0));
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shadow_offset *= shadow_map_texel_size.x;
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vec4 shadow_pos = light.view_proj_mats[csm_split_idx] * vec4(VertexOut.wPos, 1.0);
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shadow_pos.xy = (light.view_proj_mats[csm_split_idx] * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xy;
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vec4 shadow_pos = lights[light_idx].view_proj_mats[csm_split_idx] * vec4(VertexOut.wPos, 1.0);
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// shadow_pos.xy = (lights[light_idx].view_proj_mats[csm_split_idx] * (vec4(VertexOut.wPos, 1.0) + shadow_offset)).xy;
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shadow_pos /= shadow_pos.w;
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shadow_pos.xy = shadow_pos.xy * 0.5 + 0.5; // [-1, 1] to [0, 1]
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shadow_pos.z = min(shadow_pos.z, 1);
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@ -289,19 +295,20 @@ vec3 microfacetModel(EvalMaterial mat, int light_idx, Light light, vec3 P, vec3
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texcoord.z = shadow_map_idx + csm_split_idx;
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float sum = 0;
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for (float y = -1.5; y <= 1.5; y += 1) {
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for (float x = -1.5; x <= 1.5; x += 1) {
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sum += texture(shadow_maps, vec4(texcoord.xy + vec2(x, y) * shadow_map_texel_size, texcoord.zw));
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}
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}
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sum = texture(shadow_maps, vec4(texcoord.xy, texcoord.zw));
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// for (float y = -0.5; y <= 0.5; y += 1) {
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// for (float x = -0.5; x <= 0.5; x += 1) {
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// sum += ;
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// }
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// }
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shadow_mult = sum / 16.0;
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shadow_mult = sum / 1.0;
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}
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shadow_mult = clamp(shadow_mult, 0, 1);
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vec3 specBrdf = 0.25 * ggxDistribution(mat, NDotH) * schlickFresnel(mat, LDotH) * geomSmith(mat, NDotL) * geomSmith(mat, NDotV);
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vec3 specBrdf = geomSmith(mat, NDotL) * geomSmith(mat, NDotV) * 0.25 * ggxDistribution(mat, NDotH) * schlickFresnel(mat, LDotH);
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return (diffuseBrdf + PI * specBrdf) * lightI * NDotL * shadow_mult + mat.emission;
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return (PI * specBrdf + diffuseBrdf) * NDotL * shadow_mult * lightI + mat.emission;
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}
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void main() {
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@ -316,8 +323,10 @@ void main() {
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vec3 finalColor = vec3(0);
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for (int i = 0; i < clamp(lights_count, uint(0), uint(MAX_POINT_LIGHTS)); i++) {
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finalColor += microfacetModel(material, i, lights[i], VertexOut.vPos, N);
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// int n_lights = clamp(int(lights_count), 0, MAX_POINT_LIGHTS);
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for (int i = 0; i < lights_count; i++) {
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// if (i >= lights_count) break;
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finalColor += microfacetModel(material, i, VertexOut.vPos, N);
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}
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FragColor = vec4(finalColor, material.albedo.a);
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35
assets/shaders/z_prepass.glsl
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35
assets/shaders/z_prepass.glsl
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@ -0,0 +1,35 @@
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struct DrawCmdData {
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mat4 transform;
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};
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// UBOs
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layout(std140, binding = 0) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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layout(std430, binding = 3) readonly buffer DrawCmdDatas {
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uint draws_count;
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// Access by gl_DrawID
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DrawCmdData draw_data[];
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};
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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void main() {
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mat4 model = draw_data[gl_DrawID].transform;
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mat4 viewModel = view * model;
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vec4 vPos = viewModel * vec4(aPos.xyz, 1.0);
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gl_Position = projection * vPos;
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}
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#endif
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#if FRAGMENT_SHADER
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void main() {}
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#endif
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6
assets/shaders/z_prepass.prog
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6
assets/shaders/z_prepass.prog
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{
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"shader": "z_prepass.glsl",
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"vertex": true,
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"fragment": true
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}
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@ -241,6 +241,20 @@ fn loadShaderProgramErr(self: *AssetManager, id: AssetId) !LoadedShaderProgram {
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return error.ProgramLinkFailed;
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}
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var program_length: gl.GLsizei = 0;
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gl.getProgramiv(prog, gl.PROGRAM_BINARY_LENGTH, &program_length);
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if (program_length > 0) {
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const program_binary = try self.frame_arena.allocSentinel(u8, @intCast(program_length - 1), 0);
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var binary_format: gl.GLenum = gl.NONE;
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var return_len: gl.GLsizei = 0;
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gl.getProgramBinary(prog, program_length, &return_len, &binary_format, @ptrCast(program_binary.ptr));
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checkGLError();
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if (program_length == return_len) {
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std.log.debug("Program {s} binary:\n{s}\n", .{ asset_manifest.getPath(id), program_binary[0..@intCast(return_len)] });
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}
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}
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const loaded_shader_program = LoadedShaderProgram{
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.program = prog,
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};
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@ -719,44 +719,9 @@ pub fn finish(self: *Render) void {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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{
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const camera_matrix: *CameraMatrices = @alignCast(@ptrCast(self.camera_matrices[self.tripple_buffer_index * self.uboAlignedSizeOf(CameraMatrices) ..].ptr));
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camera_matrix.* = .{
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.projection = camera_projection,
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.view = self.camera.view_mat,
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};
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//gl.flushMappedNamedBufferRange(self.camera_ubo, idx * @sizeOf(CameraMatrices), @sizeOf(CameraMatrices));
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gl.bindBufferRange(
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gl.UNIFORM_BUFFER,
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UBO.CameraMatrices.value(),
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self.camera_ubo,
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self.tripple_buffer_index * self.uboAlignedSizeOf(CameraMatrices),
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@intCast(self.uboAlignedSizeOf(CameraMatrices)),
|
||||
);
|
||||
checkGLError();
|
||||
}
|
||||
|
||||
gl.useProgram(self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.mesh).program);
|
||||
gl.bindVertexArray(self.mesh_vao);
|
||||
|
||||
const switched_to_alpha_blend = false;
|
||||
gl.disable(gl.BLEND);
|
||||
|
||||
self.assetman.vertex_heap.vertices.bind(Render.Attrib.Position.value());
|
||||
checkGLError();
|
||||
self.assetman.vertex_heap.normals.bind(Render.Attrib.Normal.value());
|
||||
checkGLError();
|
||||
self.assetman.vertex_heap.tangents.bind(Render.Attrib.Tangent.value());
|
||||
checkGLError();
|
||||
self.assetman.vertex_heap.uvs.bind(Render.Attrib.UV.value());
|
||||
checkGLError();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.assetman.vertex_heap.indices.buffer);
|
||||
checkGLError();
|
||||
|
||||
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMap2D.value(), self.shadow_texture_handle);
|
||||
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMapCube.value(), self.cube_shadow_texture_handle);
|
||||
|
||||
const draw_indirect_cmds_c: [*]u8 = @ptrCast(gl.mapNamedBuffer(
|
||||
self.draw_indirect_buffer,
|
||||
gl.WRITE_ONLY,
|
||||
@ -813,9 +778,57 @@ pub fn finish(self: *Render) void {
|
||||
|
||||
gl.bindBuffer(gl.DRAW_INDIRECT_BUFFER, self.draw_indirect_buffer);
|
||||
|
||||
{
|
||||
const camera_matrix: *CameraMatrices = @alignCast(@ptrCast(self.camera_matrices[self.tripple_buffer_index * self.uboAlignedSizeOf(CameraMatrices) ..].ptr));
|
||||
camera_matrix.* = .{
|
||||
.projection = camera_projection,
|
||||
.view = self.camera.view_mat,
|
||||
};
|
||||
|
||||
//gl.flushMappedNamedBufferRange(self.camera_ubo, idx * @sizeOf(CameraMatrices), @sizeOf(CameraMatrices));
|
||||
gl.bindBufferRange(
|
||||
gl.UNIFORM_BUFFER,
|
||||
UBO.CameraMatrices.value(),
|
||||
self.camera_ubo,
|
||||
self.tripple_buffer_index * self.uboAlignedSizeOf(CameraMatrices),
|
||||
@intCast(self.uboAlignedSizeOf(CameraMatrices)),
|
||||
);
|
||||
checkGLError();
|
||||
}
|
||||
|
||||
gl.useProgram(self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.z_prepass).program);
|
||||
gl.bindVertexArray(self.shadow_vao);
|
||||
|
||||
self.assetman.vertex_heap.vertices.bind(Render.Attrib.Position.value());
|
||||
checkGLError();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.assetman.vertex_heap.indices.buffer);
|
||||
checkGLError();
|
||||
|
||||
gl.multiDrawElementsIndirect(gl.TRIANGLES, gl.UNSIGNED_INT, null, @intCast(rendered_count), @sizeOf(DrawIndirectCmd));
|
||||
|
||||
gl.useProgram(self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.mesh).program);
|
||||
gl.bindVertexArray(self.mesh_vao);
|
||||
gl.depthFunc(gl.LEQUAL);
|
||||
|
||||
gl.uniform1ui(Uniform.LightsCount.value(), lights_buf.count.*);
|
||||
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMap2D.value(), self.shadow_texture_handle);
|
||||
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMapCube.value(), self.cube_shadow_texture_handle);
|
||||
|
||||
self.assetman.vertex_heap.normals.bind(Render.Attrib.Normal.value());
|
||||
checkGLError();
|
||||
self.assetman.vertex_heap.tangents.bind(Render.Attrib.Tangent.value());
|
||||
checkGLError();
|
||||
self.assetman.vertex_heap.uvs.bind(Render.Attrib.UV.value());
|
||||
checkGLError();
|
||||
self.assetman.vertex_heap.vertices.bind(Render.Attrib.Position.value());
|
||||
checkGLError();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.assetman.vertex_heap.indices.buffer);
|
||||
checkGLError();
|
||||
|
||||
gl.multiDrawElementsIndirect(gl.TRIANGLES, gl.UNSIGNED_INT, null, @intCast(rendered_count), @sizeOf(DrawIndirectCmd));
|
||||
|
||||
gl.disable(gl.BLEND);
|
||||
gl.depthFunc(gl.LESS);
|
||||
|
||||
// Debug stuff
|
||||
{
|
||||
@ -1159,6 +1172,7 @@ pub const Uniform = enum(gl.GLint) {
|
||||
// Bloom
|
||||
SRCMipLevel = 19,
|
||||
BloomStrength = 20,
|
||||
LightsCount = 21,
|
||||
|
||||
pub inline fn value(self: Uniform) gl.GLint {
|
||||
return @intFromEnum(self);
|
||||
@ -1192,7 +1206,7 @@ pub const Light = extern struct {
|
||||
view_mat: Mat4 = Mat4.identity(),
|
||||
|
||||
// for directional lights contains view projection matrices for each split
|
||||
// TODO: compress this somehow
|
||||
// TODO: comprejk ss this somehow
|
||||
view_proj_mats: [4]Mat4 = undefined,
|
||||
|
||||
// Usese floats because it's a vec4 on the other end
|
||||
@ -1216,7 +1230,7 @@ pub const Light = extern struct {
|
||||
}
|
||||
};
|
||||
|
||||
const LightSSBO = BufferSSBO(Light);
|
||||
const LightSSBO = BufferSSBOAlign(Light, 16);
|
||||
|
||||
// Shader struct for material data
|
||||
pub const MaterialPBR = extern struct {
|
||||
|
Loading…
x
Reference in New Issue
Block a user