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maszyna/gl/cluster_grid.h

58 lines
2.0 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include "ssbo.h"
#include "ubo.h"
#include "shader.h"
namespace gl
{
// GPU resources of the light cluster grid of one viewport. the grid cuts the view frustum of a pass into
// CLUSTER_GRID_X x CLUSTER_GRID_Y screen tiles and CLUSTER_GRID_Z slices of depth, spaced exponentially
// between znear and zfar (layout and binding points: ubo.h). depth is the clip space w of a point, which is
// also 1.0 / gl_FragCoord.w of its fragment and, unlike the view space z, is right for tilted screens.
// the buffers have a fixed size, so the grid survives changes of the resolution, fov and draw range: those
// only make its parameters and boxes be recomputed.
// bindings of the buffers are context state and the buffers are per viewport, so bind() has to be done in
// the context and before every pass which uses the grid
class cluster_grid
{
public:
cluster_grid();
void bind();
// refreshes the parameters for a pass: its projection, depth range and the size of the render target.
// returns true if the boxes of the clusters no longer match them and build() has to run
bool update(const glm::mat4 &projection, float znear, float zfar, glm::vec2 viewport_size);
// recomputes the boxes of the clusters in view space with the program made from cluster_build.comp.
// binds the grid, and leaves the boxes ready to be read by the compute passes which follow
void build(program &build_program);
// false if the last update found no grid possible for the pass (orthographic projection)
bool valid() const
{
return m_params.valid != 0;
}
const cluster_ubs &params() const
{
return m_params;
}
private:
// cluster_aabb per cluster
ssbo m_aabbs;
// cluster_range per cluster
ssbo m_ranges;
// light indices of all clusters, allocated from m_counters.index_count
ssbo m_indices;
// cluster_counters
ssbo m_counters;
ubo m_params_buffer;
cluster_ubs m_params{};
bool m_boxes_stale = true;
};
} // namespace gl