Finally decided to cross forward+, one step, directly adjusted to the more advanced clustered architecture. The steps are as follows:
Milestone 1: Implement light culling in a CPU-based manner, designed for concept verification and compatible with D3D10
Milestone 2: Achieve highly parallelized light culling with GPU CS shader, discard d3d10, support only D3d11 and above
Among them, Milestone 1 includes:
1. Implement the creation of clustered frustum, and the third person grid debug display
2. Realization of the creation of the light source body, and the third person grid debug display
3. Realize the intersection test of light source body in clustered frustum, and the third person debug display
4. Standardize the coordinate transformation system, perfect the system flow, realize the first person debug display of light culling result
5. Improve the performance and accuracy of the intersection test of light source and cluster
6. Generate a list of related light sources by cluster and output to shader
7. Finally realize the reference and illumination and coloring calculation of the cluster intersect light source list in PS shader
Clustered Shading Architecture Implementation steps