Project 4 - ADITHYA RAJEEV - #36
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This is just to get a skeleton of things to implement. Needs Rework.
Just to get a skeleton. Forward+ using the same vertex shader as naive Need to see if a separate vertex shader is needed.
Very similar to naive renderer. Binding a cluster buffer and a compute pass.
Similar to Naive. Need to compute the current cluster before calculating the final color.
// ------------------------------------ // Calculating cluster bounds: // ------------------------------------ // For each cluster (X, Y, Z): // - Calculate the screen-space bounds for this cluster in 2D (XY). // - Calculate the depth bounds for this cluster in Z (near and far planes). // - Convert these screen and depth bounds into view-space coordinates. // - Store the computed bounding box (AABB) for the cluster. // ------------------------------------ // Assigning lights to clusters: // ------------------------------------ // For each cluster: // - Initialize a counter for the number of lights in this cluster. // For each light: // - Check if the light intersects with the cluster’s bounding box (AABB). // - If it does, add the light to the cluster's light list. // - Stop adding lights if the maximum number of lights is reached. // - Store the number of lights assigned to this cluster.
Forward+ seems to be working properly. Can see improvement once no. of lights increase.
Not sure how it was working without me implementing this. Weird!
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Repo Link - https://github.com/adithyar262/Project4-WebGPU-Forward-Plus-and-Clustered-Deferred
Core Functionality
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Late Days used - 1