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293 行
9.4 KiB
293 行
9.4 KiB
#pragma kernel BigTileLightListGen
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#include "CoreRP/ShaderLibrary/common.hlsl"
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#include "LightLoop.cs.hlsl"
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#include "LightingConvexHullUtils.hlsl"
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#include "SortingComputeUtils.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#define EXACT_EDGE_TESTS
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#define PERFORM_SPHERICAL_INTERSECTION_TESTS
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#define MAX_NR_BIGTILE_LIGHTS (MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE-1)
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uniform int g_iNrVisibLights;
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uniform uint2 g_viDimensions;
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uniform float4x4 g_mInvScrProjection;
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uniform float4x4 g_mScrProjection;
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uniform float g_fNearPlane;
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uniform float g_fFarPlane;
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uniform uint g_isOrthographic;
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uniform int _EnvLightIndexShift;
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uniform int _DecalIndexShift;
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StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
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StructuredBuffer<LightVolumeData> _LightVolumeData : 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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RWStructuredBuffer<uint> g_vLightList : register( u0 ); // don't support RWBuffer yet in unity
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// 2kB (room for roughly 30 wavefronts)
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groupshared unsigned int lightsListLDS[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE];
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groupshared uint lightOffs;
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float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
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{
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// for perspective projection m22 is zero and m23 is +1/-1 (depends on left/right hand proj)
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// however this function must also work for orthographic projection so we keep it like this.
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float m22 = g_mInvScrProjection[2].z, m23 = g_mInvScrProjection[2].w;
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float m32 = g_mInvScrProjection[3].z, m33 = g_mInvScrProjection[3].w;
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return (m22*zDptBufSpace+m23) / (m32*zDptBufSpace+m33);
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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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bool isOrthographic = g_isOrthographic!=0;
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float fSx = g_mScrProjection[0].x;
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float fSy = g_mScrProjection[1].y;
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float fCx = isOrthographic ? g_mScrProjection[0].w : g_mScrProjection[0].z;
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float fCy = isOrthographic ? g_mScrProjection[1].w : g_mScrProjection[1].z;
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#if USE_LEFT_HAND_CAMERA_SPACE
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bool useLeftHandVersion = true;
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#else
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bool useLeftHandVersion = isOrthographic;
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#endif
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float s = useLeftHandVersion ? 1 : (-1);
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float2 p = float2( (s*v2ScrPos.x-fCx)/fSx, (s*v2ScrPos.y-fCy)/fSy);
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return float3(isOrthographic ? p.xy : (fLinDepth*p.xy), fLinDepth);
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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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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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void SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate);
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#endif
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#ifdef EXACT_EDGE_TESTS
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void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR);
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#endif
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[numthreads(NR_THREADS, 1, 1)]
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void BigTileLightListGen(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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uint iWidth = g_viDimensions.x;
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uint iHeight = g_viDimensions.y;
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uint nrBigTilesX = (iWidth+63)/64;
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uint nrBigTilesY = (iHeight+63)/64;
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if(t==0) lightOffs = 0;
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
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GroupMemoryBarrierWithGroupSync();
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#endif
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uint2 viTilLL = 64*tileIDX;
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uint2 viTilUR = min( viTilLL+uint2(64,64), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner.
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float2 vTileLL = float2(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight);
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float2 vTileUR = float2(viTilUR.x/(float) iWidth, viTilUR.y/(float) iHeight);
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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 float2 vMi = g_vBoundsBuffer[l].xy;
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const float2 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xy;
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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_BIGTILE_LIGHTS) lightsListLDS[uIndex] = l; // add to light list
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}
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}
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#if /*!defined(SHADER_API_XBOXONE) && */!defined(SHADER_API_PSSL)
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GroupMemoryBarrierWithGroupSync();
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#endif
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int iNrCoarseLights = min(lightOffs,MAX_NR_BIGTILE_LIGHTS);
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(64/2,64/2), uint2(iWidth-1, iHeight-1))) );
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#endif
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#ifdef EXACT_EDGE_TESTS
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CullByExactEdgeTests(t, iNrCoarseLights, viTilLL.xy, viTilUR.xy);
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#endif
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// sort lights
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SORTLIST(lightsListLDS, iNrCoarseLights, MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE, t, NR_THREADS);
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if(t==0) lightOffs = 0;
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GroupMemoryBarrierWithGroupSync();
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int i;
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for(i=t; i<iNrCoarseLights; i+=NR_THREADS) if(lightsListLDS[i]<(uint)g_iNrVisibLights) InterlockedAdd(lightOffs, 1);
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GroupMemoryBarrierWithGroupSync();
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iNrCoarseLights = lightOffs;
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int offs = tileIDX.y*nrBigTilesX + tileIDX.x;
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for(i=t; i<(iNrCoarseLights+1); i+=NR_THREADS)
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g_vLightList[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE*offs + i] = i==0 ? iNrCoarseLights : lightsListLDS[max(i-1, 0)];
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}
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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void SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate)
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{
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#if USE_LEFT_HAND_CAMERA_SPACE
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float3 V = GetViewPosFromLinDepth( screenCoordinate, 1.0);
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#else
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float3 V = GetViewPosFromLinDepth( screenCoordinate, -1.0);
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#endif
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float onePixDiagDist = GetOnePixDiagWorldDistAtDepthOne();
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float halfTileSizeAtZDistOne = 32*onePixDiagDist; // scale by half a tile
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for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS)
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{
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SFiniteLightBound lgtDat = g_data[lightsListLDS[l]];
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if( !DoesSphereOverlapTile(V, halfTileSizeAtZDistOne, lgtDat.center.xyz, lgtDat.radius, g_isOrthographic!=0) )
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lightsListLDS[l]=UINT_MAX;
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}
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
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GroupMemoryBarrierWithGroupSync();
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#endif
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}
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#endif
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#ifdef EXACT_EDGE_TESTS
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float3 GetTileVertex(uint2 viTilLL, uint2 viTilUR, int i, float fTileFarPlane)
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{
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float x = (i&1)==0 ? viTilLL.x : viTilUR.x;
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float y = (i&2)==0 ? viTilLL.y : viTilUR.y;
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float z = (i&4)==0 ? g_fNearPlane : fTileFarPlane;
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#if !USE_LEFT_HAND_CAMERA_SPACE
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z = -z;
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#endif
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return GetViewPosFromLinDepth( float2(x, y), z);
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}
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void GetFrustEdge(out float3 vP0, out float3 vE0, const int e0, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane)
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{
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int iSection = e0>>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges
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int iSwizzle = e0&0x3;
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int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2
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vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane);
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#if USE_LEFT_HAND_CAMERA_SPACE
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float3 edgeSectionZero = g_isOrthographic==0 ? vP0 : float3(0.0,0.0,1.0);
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#else
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float3 edgeSectionZero = g_isOrthographic==0 ? vP0 : float3(0.0,0.0,-1.0);
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#endif
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vE0 = iSection == 0 ? edgeSectionZero : (((iSwizzle & 0x2) == 0 ? 1.0f : (-1.0f)) * ((int)(iSwizzle & 0x1) == (iSwizzle >> 1) ? float3(1, 0, 0) : float3(0, 1, 0)));
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}
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void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR)
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{
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const bool bOnlyNeedFrustumSideEdges = true;
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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.
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const int totNrEdgePairs = 12*nrFrustEdges;
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for(int l=0; l<iNrCoarseLights; l++)
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{
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const uint idxCoarse = lightsListLDS[l];
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bool canEnter = idxCoarse<(uint) g_iNrVisibLights;
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if(canEnter) canEnter = _LightVolumeData[idxCoarse].lightVolume != LIGHTVOLUMETYPE_SPHERE; // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
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UNITY_BRANCH if(canEnter)
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{
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SFiniteLightBound lgtDat = g_data[idxCoarse];
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const float3 boxX = lgtDat.boxAxisX.xyz;
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const float3 boxY = lgtDat.boxAxisY.xyz;
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const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light)
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const float3 center = lgtDat.center.xyz;
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const float2 scaleXY = lgtDat.scaleXY;
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for(int i=threadID; i<totNrEdgePairs; i+=NR_THREADS)
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{
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int e0 = (int) (((uint)i)/((uint) nrFrustEdges)); // should become a shift right
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int e1 = i - e0*nrFrustEdges;
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int idx_cur=0, idx_twin=0;
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float3 vP0, vE0;
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GetHullEdge(idx_cur, idx_twin, vP0, vE0, e0, boxX, boxY, boxZ, center, scaleXY);
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float3 vP1, vE1;
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GetFrustEdge(vP1, vE1, e1, viTilLL, viTilUR, g_fFarPlane);
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// potential separation plane
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float3 vN = cross(vE0, vE1);
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int positive=0, negative=0;
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for(int k=1; k<8; k++) // only need to test 7 verts (technically just 6).
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{
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int j = (idx_cur+k)&0x7;
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float3 vPh = GetHullVertex(boxX, boxY, boxZ, center, scaleXY, j);
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float fSignDist = idx_twin==j ? 0.0 : dot(vN, vPh-vP0);
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if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative;
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}
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int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0));
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positive=0; negative=0;
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for(int j=0; j<8; j++)
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{
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float3 vPf = GetTileVertex(viTilLL, viTilUR, j, g_fFarPlane);
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float fSignDist = dot(vN, vPf-vP0);
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if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative;
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}
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int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0));
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bool bFoundSepPlane = (resh*resf)<0;
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if(bFoundSepPlane) lightsListLDS[l]=UINT_MAX;
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}
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}
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}
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
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GroupMemoryBarrierWithGroupSync();
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#endif
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}
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#endif
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