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first pass on getting clustered in (shader builds)

first pass on getting clustered in (shader builds)
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mmikk 8 年前
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8d90d11b
共有 1 个文件被更改,包括 687 次插入0 次删除
  1. 687
      Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute

687
Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen
#include "..\common\ShaderBase.h"
#include "LightDefinitions.cs"
//#define EXACT_EDGE_TESTS
#define PERFORM_SPHERICAL_INTERSECTION_TESTS
#define CONV_HULL_TEST_ENABLED
uniform int g_iNrVisibLights;
uniform float4x4 g_mInvScrProjection;
uniform float4x4 g_mScrProjection;
uniform float g_fClustScale;
uniform float g_fClustBase;
uniform float g_fNearPlane;
uniform float g_fFarPlane;
uniform int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters)
#ifdef MSAA_ENABLED
Texture2DMS<float4> g_depth_tex : register( t0 );
#else
Texture2D g_depth_tex : register( t0 );
#endif
StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
StructuredBuffer<SFiniteLightData> g_vLightData : register( t2 );
StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#define NR_THREADS 64
// output buffer
RWBuffer<uint> g_vLayeredLightList : register( u0 );
RWBuffer<uint> g_LayeredOffset : register( u1 );
RWBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 );
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
RWBuffer<float> g_fModulUserscale : register( u3 );
#endif
#define MAX_NR_COARSE_ENTRIES 64
groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES];
groupshared unsigned int clusterIdxs[MAX_NR_COARSE_ENTRIES/2];
groupshared float4 lightPlanes[4*6];
groupshared uint lightOffs;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
groupshared int ldsZMax;
#endif
#ifdef EXACT_EDGE_TESTS
groupshared uint ldsIsLightInvisible;
groupshared uint lightOffs2;
#endif
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
groupshared uint lightOffsSph;
#endif
int SnapToClusterIdx(float z_in, float fModulUserScale)
{
#ifndef LEFT_HAND_COORDINATES
float z = -z_in;
#else
float z = z_in;
#endif
float userscale = g_fClustScale;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
userscale *= fModulUserScale;
#endif
// using the inverse of the geometric series
const float dist = max(0, z-g_fNearPlane);
return (int) clamp( log2(dist*userscale*(g_fClustBase-1.0f) + 1) / log2(g_fClustBase), 0.0, (float) ((1<<g_iLog2NumClusters)-1) );
}
float ClusterIdxToZ(int k, float fModulUserScale)
{
float res;
float userscale = g_fClustScale;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
userscale *= fModulUserScale;
#endif
float dist = (pow(g_fClustBase,(float) k)-1.0)/(userscale*(g_fClustBase-1.0f));
res = dist+g_fNearPlane;
#ifdef LEFT_HAND_COORDINATES
return res;
#else
return -res;
#endif
}
float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
{
float3 vP = float3(0.0f,0.0f,zDptBufSpace);
float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
return v4Pres.z / v4Pres.w;
}
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
{
float fSx = g_mScrProjection[0].x;
float fCx = g_mScrProjection[0].z;
float fSy = g_mScrProjection[1].y;
float fCy = g_mScrProjection[1].z;
#ifdef LEFT_HAND_COORDINATES
return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
#else
return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
#endif
}
float GetOnePixDiagWorldDistAtDepthOne()
{
float fSx = g_mScrProjection[0].x;
float fSy = g_mScrProjection[1].y;
return length( float2(1.0/fSx,1.0/fSy) );
}
void sortLightList(int localThreadID, int n);
#ifdef EXACT_EDGE_TESTS
int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane);
#endif
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate);
#endif
// returns 1 for intersection and 0 for none
float4 GetPlaneEq(const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXZ, const int sideIndex);
float4 FetchPlane(int l, int p);
bool CheckIntersection(int l, int k, uint2 viTilLL, uint2 viTilUR, float fModulUserScale)
{
unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff;
bool bIsHit = ((val>>0)&0xff)<=k && k<=((val>>8)&0xff);
if(bIsHit)
{
#ifdef CONV_HULL_TEST_ENABLED
float depthAtNearZ = ClusterIdxToZ(k, fModulUserScale);
float depthAtFarZ = ClusterIdxToZ(k+1, fModulUserScale);
for(int p=0; p<6; p++)
{
float4 plane = lightPlanes[6*(l&3)+p];
bool bAllInvisib = true;
for(int i=0; i<8; i++)
{
float x = (i&1)==0 ? viTilLL.x : viTilUR.x;
float y = (i&2)==0 ? viTilLL.y : viTilUR.y;
float z = (i&4)==0 ? depthAtNearZ : depthAtFarZ;
float3 vP = GetViewPosFromLinDepth( float2(x, y), z);
bAllInvisib = bAllInvisib && dot(plane, float4(vP,1.0))>0;
}
if(bAllInvisib) bIsHit = false;
}
#endif
}
return bIsHit;
}
bool CheckIntersectionBasic(int l, int k)
{
unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff;
return ((val>>0)&0xff)<=k && k<=((val>>8)&0xff);
}
[numthreads(NR_THREADS, 1, 1)]
void TileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
{
uint2 tileIDX = u3GroupID.xy;
uint t=threadID;
uint iWidth;
uint iHeight;
g_depth_tex.GetDimensions(iWidth, iHeight);
uint nrTilesX = (iWidth+15)/16;
uint nrTilesY = (iHeight+15)/16;
uint2 viTilLL = 16*tileIDX;
uint2 viTilUR = min( viTilLL+uint2(16,16), uint2(iWidth-1, iHeight-1) );
if(t==0)
{
lightOffs = 0;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
ldsZMax = 0;
#endif
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
float dpt_ma=1.0;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
// establish min and max depth first
dpt_ma=0.0;
for(int idx=t; idx<256; idx+=NR_THREADS)
{
uint2 uPixCrd = min( uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1) );
#ifdef MSAA_ENABLED
for(int i=0; i<g_iNumSamplesMSAA; i++)
{
const float fDpth = FetchDepthMSAA(g_depth_tex, uPixCrd, i);
#else
const float fDpth = FetchDepth(g_depth_tex, uPixCrd);
#endif
if(fDpth<VIEWPORT_SCALE_Z) // if not skydome
{
dpt_ma = max(fDpth, dpt_ma);
}
#ifdef MSAA_ENABLED
}
#endif
}
InterlockedMax(ldsZMax, asuint(dpt_ma) );
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
dpt_ma = asfloat(ldsZMax);
#endif
float3 vTileLL = float3(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight, 0.0);
float3 vTileUR = float3((viTilLL.x+16)/(float) iWidth, (viTilLL.y+16)/(float) iHeight, dpt_ma);
vTileUR.xy = min(vTileUR.xy,float2(1.0,1.0)).xy;
// build coarse list using AABB
for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS)
{
const float3 vMi = g_vBoundsBuffer[l];
const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights];
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
if( all(vMa.xy>vTileLL.xy) && all(vMi.xyz<vTileUR.xyz))
#else
if( all(vMa.xy>vTileLL.xy) && all(vMi.xy<vTileUR.xy))
#endif
{
unsigned int uInc = 1;
unsigned int uIndex;
InterlockedAdd(lightOffs, uInc, uIndex);
if(uIndex<MAX_NR_COARSE_ENTRIES) coarseList[uIndex] = l; // add to light list
}
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
int iNrCoarseLights = lightOffs<MAX_NR_COARSE_ENTRIES ? lightOffs : MAX_NR_COARSE_ENTRIES;
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
iNrCoarseLights = SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(16/2,16/2), uint2(iWidth-1, iHeight-1))) );
#endif
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
#ifdef LEFT_HAND_COORDINATES
float fTileFarPlane = GetLinearDepth(dpt_ma);
#else
float fTileFarPlane = -GetLinearDepth(dpt_ma);
#endif
float fDenom = fTileFarPlane - g_fNearPlane;
float fModulUserScale = fDenom>0.0 ? ((g_fFarPlane-g_fNearPlane)/fDenom) : 1.0; // readjust to new range.
#else
float fTileFarPlane = g_fFarPlane;
float fModulUserScale = 1.0;
#endif
#ifdef EXACT_EDGE_TESTS
iNrCoarseLights = CullByExactEdgeTests(t, iNrCoarseLights, viTilLL.xy, viTilUR.xy, fTileFarPlane);
#endif
// sort lights
#if !defined(XBONE) && !defined(PLAYSTATION4)
sortLightList((int) t, iNrCoarseLights);
#endif
//////////// cell specific code
for(int l=(int) t; l<((iNrCoarseLights+1)>>1); l += NR_THREADS)
{
const int l0 = coarseList[2*l+0], l1 = coarseList[min(2*l+1,iNrCoarseLights)];
const unsigned int clustIdxMi0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0].z), fModulUserScale));
const unsigned int clustIdxMa0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0+g_iNrVisibLights].z), fModulUserScale));
const unsigned int clustIdxMi1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1].z), fModulUserScale));
const unsigned int clustIdxMa1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1+g_iNrVisibLights].z), fModulUserScale));
clusterIdxs[l] = (clustIdxMa1<<24) | (clustIdxMi1<<16) | (clustIdxMa0<<8) | (clustIdxMi0<<0);
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
int nrClusters = (1<<g_iLog2NumClusters);
//////////////////////////////////////////////////////////
uint start = 0;
int i=(int) t;
int iSpaceAvail = 0;
int iSum = 0;
if(i<nrClusters)
{
for(int l=0; l<iNrCoarseLights; l++)
{
iSum += (CheckIntersectionBasic(l, i) ? 1 : 0);
}
iSpaceAvail = min(iSum,MAX_NR_COARSE_ENTRIES); // combined storage for both direct lights and reflection
InterlockedAdd(g_LayeredSingleIdxBuffer[0], iSpaceAvail, start); // alloc list memory
}
int modelListCount[2]={0,0}; // direct light count and reflection lights
uint offs = start;
for(int ll=0; ll<iNrCoarseLights; ll+=4)
{
int p = i>>2;
int m = i&3;
if(i<24) lightPlanes[6*m+p] = FetchPlane(min(iNrCoarseLights-1,ll+m), p);
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
for(int l=ll; l<min(iNrCoarseLights,(ll+4)); l++)
{
if(iSum<iSpaceAvail && i<nrClusters && CheckIntersection(l, i, viTilLL.xy, viTilUR.xy, fModulUserScale) )
{
uint lightModel = g_vLightData[ coarseList[l] ].uLightModel;
++modelListCount[ lightModel==REFLECTION_LIGHT ? 1 : 0];
g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted
}
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
}
uint localOffs=0;
uint idx = i*nrTilesX*nrTilesY + tileIDX.y*nrTilesX + tileIDX.x;
for(int m=0; m<NR_LIGHT_MODELS; m++)
{
int numLights = min(modelListCount[m],31); // only allow 5 bits
if(i<nrClusters)
{
g_LayeredOffset[idx] = (start+localOffs) | (((uint) numLights)<<27);
idx += (nrClusters*nrTilesX*nrTilesY);
localOffs += modelListCount[m]; // use unclamped count for localOffs
}
}
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
g_fModulUserscale[tileIDX.y*nrTilesX + tileIDX.x] = fModulUserScale;
#endif
}
// NOTE! returns 1 when value_in==0
unsigned int LimitPow2AndClamp(unsigned int value_in, unsigned int maxValue)
{
unsigned int value = 1;
while(value<value_in && (value<<1)<=maxValue)
value<<=1;
return value;
}
void sortLightList(int localThreadID, int length)
{
// closest pow2 integer greater than or equal to length
const int N = (const int) LimitPow2AndClamp((unsigned int) length, MAX_NR_COARSE_ENTRIES); // N is 1 when length is zero but will still not enter first for-loop
// bitonic sort can only handle arrays with a power of two length. Fill remaining entries with greater than possible index.
for(int t=length+localThreadID; t<N; t+=NR_THREADS) { coarseList[t]=MAX_NR_COARSE_ENTRIES; } // impossible index
GroupMemoryBarrierWithGroupSync();
for(int k=2; k<=N; k=2*k)
{
for(int j=k>>1; j>0; j=j>>1)
{
for(int i=localThreadID; i<N; i+=NR_THREADS)
{
int ixj=i^j;
if((ixj)>i)
{
const unsigned int Avalue = coarseList[i];
const unsigned int Bvalue = coarseList[ixj];
const bool mustSwap = ((i&k)!=0^(Avalue>Bvalue)) && Avalue!=Bvalue;
if(mustSwap)
{
coarseList[i]=Bvalue;
coarseList[ixj]=Avalue;
}
}
}
GroupMemoryBarrierWithGroupSync();
}
}
}
float4 GetPlaneEq(const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXY, const int sideIndex)
{
const int iAbsSide = (sideIndex == 0 || sideIndex == 1) ? 0 : ((sideIndex == 2 || sideIndex == 3) ? 1 : 2);
const float fS = (sideIndex & 1) != 0 ? 1 : (-1);
float3 vA = fS*(iAbsSide == 0 ? vBoxX : (iAbsSide == 1 ? (-vBoxY) : vBoxZ));
float3 vB = fS*(iAbsSide == 0 ? (-vBoxY) : (iAbsSide == 1 ? (-vBoxX) : (-vBoxY)));
float3 vC = iAbsSide == 0 ? vBoxZ : (iAbsSide == 1 ? vBoxZ : (-vBoxX));
bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled.
bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2)
if (bIsTopQuad) { vB *= vScaleXY.y; vC *= vScaleXY.x; }
float3 vA2 = vA;
float3 vB2 = vB;
if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? vScaleXY.x : vScaleXY.y); vB2 *= (iAbsSide == 0 ? vScaleXY.y : vScaleXY.x); }
float3 p0 = vCen + (vA + vB - vC); // vCen + vA is center of face when vScaleXY is 1.0
float3 vN = cross( vB2, 0.5*(vA-vA2) - vC );
#ifdef LEFT_HAND_COORDINATES
vN = -vN;
#endif
return float4(vN, -dot(vN,p0));
}
float4 FetchPlane(int l, int p)
{
SFiniteLightBound lgtDat = g_data[coarseList[l]];
const float3 vBoxX = lgtDat.vBoxAxisX.xyz;
const float3 vBoxY = lgtDat.vBoxAxisY.xyz;
const float3 vBoxZ = lgtDat.vBoxAxisZ.xyz;
const float3 vCen = lgtDat.vCen.xyz;
const float fRadius = lgtDat.fRadius;
const float2 vScaleXY = lgtDat.vScaleXY;
return GetPlaneEq(vBoxX, vBoxY, vBoxZ, vCen, vScaleXY, p);
}
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate)
{
#ifdef LEFT_HAND_COORDINATES
float3 V = GetViewPosFromLinDepth( screenCoordinate, 1.0);
#else
float3 V = GetViewPosFromLinDepth( screenCoordinate, -1.0);
#endif
float onePixDiagDist = GetOnePixDiagWorldDistAtDepthOne();
float worldDistAtDepthOne = 8*onePixDiagDist; // scale by half a tile
int iNrVisib = 0;
for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS)
{
SFiniteLightBound lgtDat = g_data[coarseList[l]];
const float3 vCen = lgtDat.vCen.xyz;
float fRad = lgtDat.fRadius;
#if 1
float3 maxZdir = float3(-vCen.z*vCen.x, -vCen.z*vCen.y, vCen.x*vCen.x + vCen.y*vCen.y); // cross(vCen,cross(Zaxis,vCen))
float len = length(maxZdir);
float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // since len>=(maxZdir.z/len) we can use len as an approximate value when len<=epsilon
float fOffs = scalarProj*fRad;
#else
float fOffs = fRad; // more false positives due to larger radius but works too
#endif
#ifdef LEFT_HAND_COORDINATES
fRad = fRad + (vCen.z+fOffs)*worldDistAtDepthOne;
#else
fRad = fRad + (vCen.z-fOffs)*worldDistAtDepthOne;
#endif
float a = dot(V,V);
float CdotV = dot(vCen,V);
float c = dot(vCen,vCen) - fRad*fRad;
float fDescDivFour = CdotV*CdotV - a*c;
if(!(c<0 || (fDescDivFour>0 && CdotV>0))) // if ray hit bounding sphere
coarseList[l]=0xffffffff;
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
// to greedy to double buffer coarseList lds on this so serializing removal of gaps.
if(threadID==0)
{
int offs = 0;
for(int l=0; l<iNrCoarseLights; l++)
{ if(coarseList[l]!=0xffffffff) coarseList[offs++] = coarseList[l]; }
lightOffsSph = offs;
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
return lightOffsSph;
}
#endif
#ifdef EXACT_EDGE_TESTS
float3 GetHullVertex(const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXZ, const int p)
{
const bool bIsTopVertex = (p&2)!=0;
float3 vScales = float3( ((p&1)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? vScaleXZ.x : 1.0), (p&2)!=0 ? 1.0f : (-1.0f), ((p&4)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? vScaleXZ.y : 1.0) );
return (vScales.x*vBoxX + vScales.y*vBoxY + vScales.z*vBoxZ) + vCen;
}
void GetHullEdge(out int idx_twin, out float3 vP0, out float3 vE0, const int e0, const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXZ)
{
int iAxis = e0>>2;
int iSwizzle = e0&0x3;
bool bIsSwizzleOneOrTwo = ((iSwizzle-1)&0x2)==0;
const int i0 = iAxis==0 ? (2*iSwizzle+0) : ( iAxis==1 ? (iSwizzle+(iSwizzle&2)) : iSwizzle);
const int i1 = i0 + (1<<iAxis);
const bool bSwap = iAxis==0 ? (!bIsSwizzleOneOrTwo) : (iAxis==1 ? false : bIsSwizzleOneOrTwo);
idx_twin = bSwap ? i0 : i1;
float3 p0 = GetHullVertex(vBoxX, vBoxY, vBoxZ, vCen, vScaleXZ, bSwap ? i1 : i0);
float3 p1 = GetHullVertex(vBoxX, vBoxY, vBoxZ, vCen, vScaleXZ, idx_twin);
vP0 = p0;
vE0 = p1-p0;
}
float3 GetTileVertex(uint2 viTilLL, uint2 viTilUR, int i, float fTileFarPlane)
{
float x = (i&1)==0 ? viTilLL.x : viTilUR.x;
float y = (i&2)==0 ? viTilLL.y : viTilUR.y;
float z = (i&4)==0 ? g_fNearPlane : fTileFarPlane;
#ifndef LEFT_HAND_COORDINATES
z = -z;
#endif
return GetViewPosFromLinDepth( float2(x, y), z);
}
void GetFrustEdge(out float3 vP0, out float3 vE0, const int e0, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane)
{
int iSection = e0>>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges
int iSwizzle = e0&0x3;
int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2
vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane);
vE0 = iSection==0 ? vP0 : (((iSwizzle&0x2)==0 ? 1.0f : (-1.0f))*((iSwizzle&0x1)==(iSwizzle>>1) ? Vec3(1,0,0) : Vec3(0,1,0)));
}
int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane)
{
if(threadID==0) lightOffs2 = 0;
const bool bOnlyNeedFrustumSideEdges = true;
const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull.
const int totNrEdgePairs = 12*nrFrustEdges;
for(int l=0; l<iNrCoarseLights; l++)
{
if(threadID==0) ldsIsLightInvisible=0;
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
const int idxCoarse = coarseList[l];
[branch]if(g_vLightData[idxCoarse].uLightType!=SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
{
SFiniteLightBound lgtDat = g_data[idxCoarse];
const float3 vBoxX = lgtDat.vBoxAxisX.xyz;
const float3 vBoxY = lgtDat.vBoxAxisY.xyz;
const float3 vBoxZ = lgtDat.vBoxAxisZ.xyz;
const float3 vCen = lgtDat.vCen.xyz;
const float2 vScaleXZ = lgtDat.vScaleXZ;
for(int i=threadID; i<totNrEdgePairs; i+=NR_THREADS)
{
int e0 = (int) (((uint)i)/((uint) nrFrustEdges)); // should become a shift right
int e1 = i - e0*nrFrustEdges;
int idx_twin=0;
float3 vP0, vE0;
GetHullEdge(idx_twin, vP0, vE0, e0, vBoxX, vBoxY, vBoxZ, vCen, vScaleXZ);
float3 vP1, vE1;
GetFrustEdge(vP1, vE1, e1, viTilLL, viTilUR, fTileFarPlane);
// potential separation plane
float3 vN = cross(vE0, vE1);
int positive=0, negative=0;
for(int j=0; j<8; j++)
{
float3 vPh = GetHullVertex(vBoxX, vBoxY, vBoxZ, vCen, vScaleXZ, j);
float fSignDist = idx_twin==j ? 0.0 : dot(vN, vPh-vP0);
if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative;
}
int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0));
positive=0; negative=0;
for(int j=0; j<8; j++)
{
float3 vPf = GetTileVertex(viTilLL, viTilUR, j, fTileFarPlane);
float fSignDist = dot(vN, vPf-vP0);
if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative;
}
int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0));
bool bFoundSepPlane = (resh*resf)<0;
if(bFoundSepPlane) InterlockedOr(ldsIsLightInvisible, 1);
}
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
if(threadID==0 && ldsIsLightInvisible==0)
{
coarseList[lightOffs2++] = coarseList[l];
}
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
GroupMemoryBarrierWithGroupSync();
#endif
return lightOffs2;
}
#endif
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