Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane
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6df3b3fbca
6 changed files with 288 additions and 151 deletions
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@ -55,7 +55,7 @@ void FShadowMap::Update()
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GLRenderer->mShadowMapShader->Bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mLightBSP.GetNodesBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetSegsBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetLinesBuffer());
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glViewport(0, 0, 1024, 1024);
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GLRenderer->RenderScreenQuad();
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