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Implement GPU frustum culling
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Add frustum culling in compute shaders to the material system. This will use sphere<>frustum culling and output the correct draw commands into the buffer for each viewframe (one view in any given frame buffered by the material system). Id 0 is reserved for no-command and will result in early return in the shader.
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VReaperV committed Jul 31, 2024
1 parent 81b6270 commit 7920c1a
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Showing 20 changed files with 1,211 additions and 71 deletions.
3 changes: 3 additions & 0 deletions src.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -147,6 +147,9 @@ set(RENDERERLIST
set(GLSLSOURCELIST
${ENGINE_DIR}/renderer/glsl_source/material_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/material_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/cull_cp.glsl
${ENGINE_DIR}/renderer/glsl_source/clearSurfaces_cp.glsl
${ENGINE_DIR}/renderer/glsl_source/processSurfaces_cp.glsl
${ENGINE_DIR}/renderer/glsl_source/skybox_vp.glsl
${ENGINE_DIR}/renderer/glsl_source/ssao_fp.glsl
${ENGINE_DIR}/renderer/glsl_source/ssao_vp.glsl
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