mirror of
https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
75 lines
2 KiB
Text
75 lines
2 KiB
Text
<!
|
|
// LightCluserGrid.slh
|
|
//
|
|
// Created by Sam Gateau on 9/8/16.
|
|
// Copyright 2013 High Fidelity, Inc.
|
|
//
|
|
// Distributed under the Apache License, Version 2.0.
|
|
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
|
!>
|
|
<@if not RENDER_LIGHT_CLUSTER_GRID_SLH@>
|
|
<@def RENDER_LIGHT_CLUSTER_GRID_SLH@>
|
|
|
|
|
|
|
|
struct FrustumGrid {
|
|
float frustumNear;
|
|
float rangeNear;
|
|
float rangeFar;
|
|
float frustumFar;
|
|
ivec3 dims;
|
|
float spare;
|
|
mat4 eyeToGridProj;
|
|
mat4 worldToEyeMat;
|
|
mat4 eyeToWorldMat;
|
|
};
|
|
|
|
uniform frustumGridBuffer {
|
|
FrustumGrid frustumGrid;
|
|
};
|
|
|
|
float projection_getNear(mat4 projection) {
|
|
float planeC = projection[2][3] + projection[2][2];
|
|
float planeD = projection[3][2];
|
|
return planeD / planeC;
|
|
}
|
|
float projection_getFar(mat4 projection) {
|
|
//float planeA = projection[0][3] - projection[0][2]; All Zeros
|
|
//float planeB = projection[1][3] - projection[1][2]; All Zeros
|
|
float planeC = projection[2][3] - projection[2][2];
|
|
float planeD = /*projection[3][3]*/ -projection[3][2];
|
|
return planeD / planeC;
|
|
}
|
|
|
|
// glsl / C++ compatible source as interface for FrustrumGrid
|
|
<@include LightClusterGrid_shared.slh@>
|
|
|
|
// end of hybrid include
|
|
|
|
|
|
uniform clusterGridBuffer {
|
|
int _clusterGridTable[16384];
|
|
};
|
|
|
|
uniform clusterContentBuffer {
|
|
int _clusterGridContent[16384];
|
|
};
|
|
|
|
ivec3 clusterGrid_getCluster(int index) {
|
|
int clusterDesc = _clusterGridTable[index];
|
|
int numPointLights = 0xFF & (clusterDesc >> 16);
|
|
int numSpotLights = 0xFF & (clusterDesc >> 24);
|
|
int contentOffset = 0xFFFF & (clusterDesc);
|
|
return ivec3(numPointLights, numSpotLights, contentOffset);
|
|
}
|
|
|
|
int clusterGrid_getClusterLightId(int index, ivec2 cluster) {
|
|
int arrayElement = cluster.y + index;
|
|
int element = _clusterGridContent[arrayElement];
|
|
return element;
|
|
// int element = _clusterGridContent[arrayElement >> 1];
|
|
|
|
// return (((arrayElement & 0x00000001) == 1) ? (element >> 16) : element) & 0x0000FFFF;
|
|
}
|
|
|
|
<@endif@>
|