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549 行
15 KiB
549 行
15 KiB
#pragma kernel TileLightListGen
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#include "..\common\ShaderBase.h"
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#include "LightDefinitions.cs.hlsl"
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#define FINE_PRUNING_ENABLED
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#define PERFORM_SPHERICAL_INTERSECTION_TESTS
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uniform int g_iNrVisibLights;
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uniform float4x4 g_mInvScrProjection;
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uniform float4x4 g_mScrProjection;
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Texture2D g_depth_tex : register( t0 );
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StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
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StructuredBuffer<SFiniteLightData> g_vLightData : register( t2 );
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StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
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#define NR_THREADS 64
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// output buffer
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//RWBuffer<uint4> g_vLightList : register( u0 );
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RWStructuredBuffer<uint> g_vLightList : register( u0 );
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#define MAX_NR_COARSE_ENTRIES 64
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#define MAX_NR_PRUNED_ENTRIES 24
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groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES];
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groupshared unsigned int prunedList[MAX_NR_COARSE_ENTRIES]; // temporarily support room for all 64 while in LDS
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groupshared uint ldsZMin;
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groupshared uint ldsZMax;
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groupshared uint lightOffs;
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#ifdef FINE_PRUNING_ENABLED
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groupshared uint ldsDoesLightIntersect[2];
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#endif
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groupshared int ldsNrLightsFinal;
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groupshared int ldsModelListCount[NR_LIGHT_MODELS]; // since NR_LIGHT_MODELS is 2
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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groupshared uint lightOffsSph;
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#endif
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//float GetLinearDepth(float3 vP)
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//{
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// float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
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// return v4Pres.z / v4Pres.w;
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//}
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float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
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{
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float3 vP = float3(0.0f,0.0f,zDptBufSpace);
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float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
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return v4Pres.z / v4Pres.w;
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}
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float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
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{
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float fSx = g_mScrProjection[0].x;
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float fCx = g_mScrProjection[0].z;
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float fSy = g_mScrProjection[1].y;
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float fCy = g_mScrProjection[1].z;
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#ifdef LEFT_HAND_COORDINATES
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return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
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#else
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return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
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#endif
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}
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float GetOnePixDiagWorldDistAtDepthOne()
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{
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float fSx = g_mScrProjection[0].x;
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float fSy = g_mScrProjection[1].y;
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return length( float2(1.0/fSx,1.0/fSy) );
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}
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void sortLightList(int localThreadID, int n);
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate);
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#endif
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[numthreads(NR_THREADS, 1, 1)]
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void TileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
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{
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uint2 tileIDX = u3GroupID.xy;
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uint t=threadID;
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if(t<MAX_NR_COARSE_ENTRIES)
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prunedList[t]=0;
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uint iWidth;
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uint iHeight;
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g_depth_tex.GetDimensions(iWidth, iHeight);
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uint nrTilesX = (iWidth+15)/16;
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uint nrTilesY = (iHeight+15)/16;
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// build tile scr boundary
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const uint uFltMax = 0x7f7fffff; // FLT_MAX as a uint
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if(t==0)
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{
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ldsZMin = uFltMax;
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ldsZMax = 0;
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lightOffs = 0;
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}
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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uint2 viTilLL = 16*tileIDX;
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// establish min and max depth first
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float dpt_mi=asfloat(uFltMax), dpt_ma=0.0;
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for(int idx=t; idx<256; idx+=NR_THREADS)
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{
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uint2 uCrd = min( uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1) );
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const float fDpth = FetchDepth(g_depth_tex, uCrd);
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if(fDpth<VIEWPORT_SCALE_Z) // if not skydome
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{
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dpt_mi = min(fDpth, dpt_mi);
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dpt_ma = max(fDpth, dpt_ma);
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}
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}
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InterlockedMax(ldsZMax, asuint(dpt_ma) );
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InterlockedMin(ldsZMin, asuint(dpt_mi) );
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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float3 vTileLL = float3(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight, asfloat(ldsZMin));
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float3 vTileUR = float3((viTilLL.x+16)/(float) iWidth, (viTilLL.y+16)/(float) iHeight, asfloat(ldsZMax));
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vTileUR.xy = min(vTileUR.xy,float2(1.0,1.0)).xy;
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// build coarse list using AABB
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for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS)
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{
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const float3 vMi = g_vBoundsBuffer[l];
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const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights];
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if( all(vMa>vTileLL) && all(vMi<vTileUR))
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{
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unsigned int uInc = 1;
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unsigned int uIndex;
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InterlockedAdd(lightOffs, uInc, uIndex);
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if(uIndex<MAX_NR_COARSE_ENTRIES) coarseList[uIndex] = l; // add to light list
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}
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}
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#ifdef FINE_PRUNING_ENABLED
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if(t<2) ldsDoesLightIntersect[t] = 0;
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#endif
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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int iNrCoarseLights = lightOffs<MAX_NR_COARSE_ENTRIES ? lightOffs : MAX_NR_COARSE_ENTRIES;
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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iNrCoarseLights = SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(16/2,16/2), uint2(iWidth-1, iHeight-1))) );
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#endif
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#ifndef FINE_PRUNING_ENABLED
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{
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int iNrLightsOut = iNrCoarseLights<MAX_NR_PRUNED_ENTRIES ? iNrCoarseLights : MAX_NR_PRUNED_ENTRIES;
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if((int)t<iNrLightsOut) prunedList[t] = coarseList[t];
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if(t==0) ldsNrLightsFinal=iNrLightsOut;
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}
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#else
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{
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float4 vLinDepths;
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[unroll]for(int i=0; i<4; i++)
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{
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int idx = t + i*NR_THREADS;
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uint2 uCrd = min( uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1) );
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float3 v3ScrPos = float3(uCrd.x+0.5, uCrd.y+0.5, FetchDepth(g_depth_tex, uCrd));
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vLinDepths[i] = GetLinearDepth(v3ScrPos.z);
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}
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uint uLightsFlags[2] = {0,0};
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int l=0;
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// need this outer loop even on xb1 and ps4 since direct lights and
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// reflection lights are kept in separate regions.
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while(l<iNrCoarseLights)
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{
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// fetch light
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int idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
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uint uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].uLightType : 0;
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// spot
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while(l<iNrCoarseLights && uLgtType==SPOT_LIGHT)
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{
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SFiniteLightData lgtDat = g_vLightData[idxCoarse];
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const bool bIsSpotDisc = (lgtDat.flags&IS_CIRCULAR_SPOT_SHAPE)!=0;
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// serially check 4 pixels
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uint uVal = 0;
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for(int i=0; i<4; i++)
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{
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int idx = t + i*NR_THREADS;
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uint2 uPixLoc = min(uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1));
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float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]);
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// check pixel
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float3 fromLight = vVPos-lgtDat.vLpos.xyz;
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float distSq = dot(fromLight,fromLight);
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const float fSclProj = dot(fromLight, lgtDat.vLaxisZ.xyz); // spotDir = lgtDat.vLaxisZ.xyz
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float2 V = abs( float2( dot(fromLight, lgtDat.vLaxisX.xyz), dot(fromLight, lgtDat.vLaxisY.xyz) ) );
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float fDist2D = bIsSpotDisc ? length(V) : max(V.x,V.y);
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if( all( float2(lgtDat.fSphRadiusSq, fSclProj) > float2(distSq, fDist2D*lgtDat.cotan) ) ) uVal = 1;
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}
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uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
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++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
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uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].uLightType : 0;
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}
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// sphere
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while(l<iNrCoarseLights && uLgtType==SPHERE_LIGHT)
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{
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SFiniteLightData lgtDat = g_vLightData[idxCoarse];
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// serially check 4 pixels
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uint uVal = 0;
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for(int i=0; i<4; i++)
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{
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int idx = t + i*NR_THREADS;
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uint2 uPixLoc = min(uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1));
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float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]);
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// check pixel
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float3 vLp = lgtDat.vLpos.xyz;
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float3 toLight = vLp - vVPos;
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float distSq = dot(toLight,toLight);
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if(lgtDat.fSphRadiusSq>distSq) uVal = 1;
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}
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uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
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++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
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uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].uLightType : 0;
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}
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// Box
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while(l<iNrCoarseLights && uLgtType==BOX_LIGHT)
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{
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SFiniteLightData lgtDat = g_vLightData[idxCoarse];
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// serially check 4 pixels
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uint uVal = 0;
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for(int i=0; i<4; i++)
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{
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int idx = t + i*NR_THREADS;
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uint2 uPixLoc = min(uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1));
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float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]);
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// check pixel
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float3 toLight = lgtDat.vLpos.xyz - vVPos;
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float3 dist = float3( dot(toLight, lgtDat.vLaxisX), dot(toLight, lgtDat.vLaxisY), dot(toLight, lgtDat.vLaxisZ) );
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dist = (abs(dist) - lgtDat.vBoxInnerDist) * lgtDat.vBoxInvRange; // not as efficient as it could be
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if( max(max(dist.x, dist.y), dist.z)<1 ) uVal = 1; // but allows us to not write out OuterDists
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}
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uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
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++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
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uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].uLightType : 0;
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}
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// in case we have some corrupt data make sure we terminate
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if(uLgtType>=MAX_TYPES) ++l;
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}
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InterlockedOr(ldsDoesLightIntersect[0], uLightsFlags[0]);
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InterlockedOr(ldsDoesLightIntersect[1], uLightsFlags[1]);
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if(t==0) ldsNrLightsFinal = 0;
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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if(t<(uint) iNrCoarseLights && (ldsDoesLightIntersect[t<32 ? 0 : 1]&(1<<(t&31)))!=0 )
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{
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unsigned int uInc = 1;
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unsigned int uIndex;
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InterlockedAdd(ldsNrLightsFinal, uInc, uIndex);
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if(uIndex<MAX_NR_COARSE_ENTRIES) prunedList[uIndex] = coarseList[t]; // we allow up to 64 pruned lights while stored in LDS.
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}
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}
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#endif
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//
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if(t<NR_LIGHT_MODELS) ldsModelListCount[t]=0;
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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int nrLightsCombinedList = ldsNrLightsFinal<MAX_NR_COARSE_ENTRIES ? ldsNrLightsFinal : MAX_NR_COARSE_ENTRIES;
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for(int i=t; i<nrLightsCombinedList; i+=NR_THREADS)
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{
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InterlockedAdd(ldsModelListCount[ g_vLightData[ prunedList[i] ].uLightModel ], 1);
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}
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// sort lights
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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sortLightList((int) t, nrLightsCombinedList);
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#endif
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// write lights to global buffers
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int localOffs=0;
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int offs = tileIDX.y*nrTilesX + tileIDX.x;
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for(int m=0; m<NR_LIGHT_MODELS; m++)
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{
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int nrLightsFinal = ldsModelListCount[ m ];
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int nrLightsFinalClamped = nrLightsFinal<MAX_NR_PRUNED_ENTRIES ? nrLightsFinal : MAX_NR_PRUNED_ENTRIES;
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const int nrDWords = ((nrLightsFinalClamped+1)+1)>>1;
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for(l=(int) t; l<(int) nrDWords; l += NR_THREADS)
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{
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uint uLow = l==0 ? nrLightsFinalClamped : prunedList[2*l-1+localOffs];
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uint uHigh = prunedList[2*l+0+localOffs];
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g_vLightList[16*offs + l] = (uLow&0xffff) | (uHigh<<16);
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}
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localOffs += nrLightsFinal;
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offs += (nrTilesX*nrTilesY);
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}
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}
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// original version
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//float2 vRay2D = float2(max(V.x,V.y), fSclProj);
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//float distSqB = bIsSpotDisc ? distSq : dot(vRay2D,vRay2D);
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//if( all( float3(lgtDat.fSphRadiusSq, fSclProj, fSclProj) > float3(distSq, sqrt(distSqB)*lgtDat.fPenumbra, 0.0) ) ) uVal = 1;
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// previous new version
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//float fDist2DSqr = bIsSpotDisc ? dot(V,V) : (maC*maC);
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//if( all( float3(lgtDat.fSphRadiusSq, (fSclProj*fSclProj), fSclProj) > float3(distSq, fDist2DSqr*cotaSqr, fSpotNearPlane) ) ) uVal = 1;
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#if 0
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void merge(int l, int m, int r);
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void sortLightList(int localThreadID, int n)
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{
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for(int curr_size=1; curr_size<=n-1; curr_size = 2*curr_size)
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{
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for(int left_start=localThreadID*(2*curr_size); left_start<(n-1); left_start+=NR_THREADS*(2*curr_size))
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{
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int mid = left_start + curr_size - 1;
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int right_end = min(left_start + 2*curr_size - 1, n-1);
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merge(left_start, mid, right_end);
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}
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GroupMemoryBarrierWithGroupSync();
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}
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}
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//groupshared unsigned int tmpBuffer[MAX_NR_COARSE_ENTRIES];
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void merge(int l, int m, int r)
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{
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int i, j, k;
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int ol = l;
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int or = m+1;
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int sl = m - l + 1; // capacity is size of left list = m - l + 1;
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int sr = r - m; // capacity is size of right list = r - m
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unsigned int tmpBuffer[] = coarseList; // re use coarse list buffer as temp buffer.
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// could do this copy more efficiently before the if-statement
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// in sortLightList() but this requires another GroupMemoryBarrierWithGroupSync()
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for(int i=l; i<=r; i++) tmpBuffer[i] = prunedList[i];
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i = 0;
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j = 0;
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k = l;
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while (i < sl && j < sr)
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{
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const uint lVal = tmpBuffer[ol+i];
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const uint rVal = tmpBuffer[or+j];
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bool pickLeft = lVal <= rVal;
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i = pickLeft ? (i+1) : i;
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j = pickLeft ? j : (j+1);
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prunedList[k] = pickLeft ? lVal : rVal;
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k++;
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}
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while (i < sl)
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{
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prunedList[k] = tmpBuffer[ol+i];
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i++; k++;
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}
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while (j < sr)
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{
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prunedList[k] = tmpBuffer[or+j];
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j++; k++;
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}
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}
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#else
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// NOTE! returns 1 when value_in==0
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unsigned int LimitPow2AndClamp(unsigned int value_in, unsigned int maxValue)
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{
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unsigned int value = 1;
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while(value<value_in && (value<<1)<=maxValue)
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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) { prunedList[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 = prunedList[i];
|
|
const unsigned int Bvalue = prunedList[ixj];
|
|
|
|
const bool mustSwap = ((i&k)!=0^(Avalue>Bvalue)) && Avalue!=Bvalue;
|
|
if(mustSwap)
|
|
{
|
|
prunedList[i]=Bvalue;
|
|
prunedList[ixj]=Avalue;
|
|
}
|
|
}
|
|
}
|
|
|
|
GroupMemoryBarrierWithGroupSync();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
|
|
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate)
|
|
{
|
|
lightOffsSph = 0;
|
|
|
|
// make a copy of coarseList in prunedList.
|
|
for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS)
|
|
prunedList[l]=coarseList[l];
|
|
|
|
#if !defined(XBONE) && !defined(PLAYSTATION4)
|
|
GroupMemoryBarrierWithGroupSync();
|
|
#endif
|
|
|
|
#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
|
|
{
|
|
unsigned int uIndex;
|
|
InterlockedAdd(lightOffsSph, 1, uIndex);
|
|
coarseList[uIndex]=prunedList[l]; // read from the original copy of coarseList which is backed up in prunedList
|
|
}
|
|
}
|
|
|
|
#if !defined(XBONE) && !defined(PLAYSTATION4)
|
|
GroupMemoryBarrierWithGroupSync();
|
|
#endif
|
|
|
|
return lightOffsSph;
|
|
}
|
|
#endif
|