Voxel Madness
After three days of intense work, I am proud to show you this amazing screenshot:
What is so special about this image? I am now successfully uploading voxel data to the GPU and writing lighting into another texture, using a texture buffer object to store the voxel positions as unsigned char uvec3s. The gray color is the ambient light term coming from the Blinn-Phong shading used in the GI direct light calculation. The next step is to create a light grid for the clustered forward renderer so that each light can be added to the calculation. Since voxel grids are cubic, I think I can just use the orthographic projection method to split lights up into different cells. In fact, the GI direct light shader actually includes the same lighting shader file that all the model shaders use. Once I have that done, that will be the direct lighting step, and then I can move on to calculating a bounce with cone step tracing.
Clustered forward rendering, real-time global illumination, and physically-based rendering are all going to come together really nicely, but this is definitely one of the hardest features I have ever worked on!
Here are a few wacky screenshots from the last few days.
Why are half my voxels missing?!
Why is only one texture layer being written to?!
Ah, finally rendering to six texture layers simultaneously...
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