#ifndef __CLUSTEREDUTILS_H__ #define __CLUSTEREDUTILS_H__ float GetScaleFromBase(float base) { const float C = (float)(1 << g_iLog2NumClusters); const float geomSeries = (1.0 - PositivePow(base, C)) / (1 - base); // geometric series: sum_k=0^{C-1} base^k return geomSeries / (g_fFarPlane - g_fNearPlane); } float LogBase(float x, float b) { return log2(x) / log2(b); } int SnapToClusterIdxFlex(float z_in, float suggestedBase, bool logBasePerTile) { #if USE_LEFT_HAND_CAMERA_SPACE float z = z_in; #else float z = -z_in; #endif //float userscale = g_fClustScale; //if (logBasePerTile) // userscale = GetScaleFromBase(suggestedBase); // using the inverse of the geometric series //const float dist = max(0, z - g_fNearPlane); //return (int)clamp(log2(dist * userscale * (suggestedBase - 1.0f) + 1) / log2(suggestedBase), 0.0, (float)((1 << g_iLog2NumClusters) - 1)); const int C = 1 << g_iLog2NumClusters; const float rangeFittedDistance = max(0, z - g_fNearPlane) / (g_fFarPlane - g_fNearPlane); return (int)clamp( LogBase( lerp(1.0, PositivePow(suggestedBase, (float) C), rangeFittedDistance), suggestedBase), 0.0, (float)(C - 1)); } int SnapToClusterIdx(float z_in, float suggestedBase) { #ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE bool logBasePerTile = true; // resolved compile time #else bool logBasePerTile = false; #endif return SnapToClusterIdxFlex(z_in, suggestedBase, logBasePerTile); } float ClusterIdxToZFlex(int k, float suggestedBase, bool logBasePerTile) { float res; //float userscale = g_fClustScale; //if (logBasePerTile) // userscale = GetScaleFromBase(suggestedBase); //float dist = (PositivePow(suggestedBase, (float)k) - 1.0) / (userscale * (suggestedBase - 1.0f)); //res = dist + g_fNearPlane; const float C = (float)(1 << g_iLog2NumClusters); float rangeFittedDistance = (PositivePow(suggestedBase, (float)k) - 1.0) / (PositivePow(suggestedBase, C) - 1.0); res = lerp(g_fNearPlane, g_fFarPlane, rangeFittedDistance); #if USE_LEFT_HAND_CAMERA_SPACE return res; #else return -res; #endif } float ClusterIdxToZ(int k, float suggestedBase) { #ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE bool logBasePerTile = true; // resolved compile time #else bool logBasePerTile = false; #endif return ClusterIdxToZFlex(k, suggestedBase, logBasePerTile); } // generate a log-base value such that half of the clusters are consumed from near plane to max. opaque depth of tile. float SuggestLogBase50(float tileFarPlane) { const float C = (float)(1 << g_iLog2NumClusters); float rangeFittedDistance = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPS, 1.0); float suggested_base = pow((1.0 + sqrt(max(0.0, 1.0 - 4.0 * rangeFittedDistance * (1.0 - rangeFittedDistance)))) / (2.0 * rangeFittedDistance), 2.0 / C); // return max(g_fClustBase, suggested_base); } // generate a log-base value such that (approximately) a quarter of the clusters are consumed from near plane to max. opaque depth of tile. float SuggestLogBase25(float tileFarPlane) { const float C = (float)(1 << g_iLog2NumClusters); float rangeFittedDistance = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPS, 1.0); float suggested_base = pow((1 / 2.3) * max(0.0, (0.8 / rangeFittedDistance) - 1), 4.0 / (C * 2)); // approximate inverse of d*x^4 + (-x) + (1-d) = 0 - d is normalized distance return max(g_fClustBase, suggested_base); } uint GenerateLogBaseBufferIndex(uint2 tileIndex, uint numTilesX, uint numTilesY, uint eyeIndex) { uint eyeOffset = eyeIndex * numTilesX * numTilesY; return (eyeOffset + (tileIndex.y * numTilesX) + tileIndex.x); } uint GenerateLayeredOffsetBufferIndex(uint lightCategory, uint2 tileIndex, uint clusterIndex, uint numTilesX, uint numTilesY, int numClusters, uint eyeIndex) { // Each eye is split into category, cluster, x, y uint eyeOffset = eyeIndex * LIGHTCATEGORY_COUNT * numClusters * numTilesX * numTilesY; int lightOffset = ((lightCategory * numClusters + clusterIndex) * numTilesY + tileIndex.y) * numTilesX + tileIndex.x; return (eyeOffset + lightOffset); } #endif