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490 行
16 KiB
490 行
16 KiB
// The implementation is based on the demo on "fine pruned tiled lighting" published in GPU Pro 7.
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// https://github.com/wolfgangfengel/GPU-Pro-7
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#pragma kernel ScreenBoundsAABB
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "LightLoop.cs.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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uniform int g_isOrthographic;
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uniform int g_iNrVisibLights;
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uniform float4x4 g_mInvProjectionArr[2];
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uniform float4x4 g_mProjectionArr[2];
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StructuredBuffer<SFiniteLightBound> g_data : register( t0 );
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#define NR_THREADS 64
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// output buffer
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RWStructuredBuffer<float3> g_vBoundsBuffer : register( u0 );
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#define MAX_PNTS 9 // strictly this should be 10=6+4 but we get more wavefronts and 10 seems to never hit (fingers crossed)
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// However, worst case the plane that would be skipped if such an extreme case ever happened would be backplane
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// clipping gets skipped which doesn't cause any errors.
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// LDS (2496 bytes)
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groupshared float posX[MAX_PNTS*8*2];
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groupshared float posY[MAX_PNTS*8*2];
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groupshared float posZ[MAX_PNTS*8*2];
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groupshared float posW[MAX_PNTS*8*2];
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groupshared unsigned int clipFlags[48];
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unsigned int GetClip(const float4 P);
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int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p);
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void CalcBound(out bool2 bIsMinValid, out bool2 bIsMaxValid, out float2 vMin, out float2 vMax, float4x4 InvProjection, float3 pos_view_space, float r);
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#include "LightingConvexHullUtils.hlsl"
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[numthreads(NR_THREADS, 1, 1)]
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void ScreenBoundsAABB(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
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{
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uint groupID = u3GroupID.x;
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uint eyeIndex = u3GroupID.y; // currently, can only be 0 or 1
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// The g_ is preserved in order to make cross-pipeline (FPTL) updates easier
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float4x4 g_mInvProjection = g_mInvProjectionArr[eyeIndex];
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float4x4 g_mProjection = g_mProjectionArr[eyeIndex];
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//uint vindex = groupID * NR_THREADS + threadID;
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unsigned int g = groupID;
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unsigned int t = threadID;
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const int subLigt = (int) (t/8);
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const int lgtIndex = subLigt+(int) g*8;
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const int sideIndex = (int) (t%8);
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const int eyeAdjustedLgtIndex = lgtIndex + (eyeIndex * g_iNrVisibLights);
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SFiniteLightBound lgtDat = g_data[eyeAdjustedLgtIndex];
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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 float radius = lgtDat.radius;
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const float2 scaleXY = lgtDat.scaleXY;
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{
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if(sideIndex<6 && lgtIndex<(int) g_iNrVisibLights) // mask 2 out of 8 threads
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{
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float3 q0, q1, q2, q3;
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GetHullQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, sideIndex);
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const float4 vP0 = mul(g_mProjection, float4(q0, 1));
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const float4 vP1 = mul(g_mProjection, float4(q1, 1));
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const float4 vP2 = mul(g_mProjection, float4(q2, 1));
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const float4 vP3 = mul(g_mProjection, float4(q3, 1));
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// test vertices of one quad (of the convex hull) for intersection
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const unsigned int uFlag0 = GetClip(vP0);
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const unsigned int uFlag1 = GetClip(vP1);
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const unsigned int uFlag2 = GetClip(vP2);
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const unsigned int uFlag3 = GetClip(vP3);
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const float4 vPnts[] = {vP0, vP1, vP2, vP3};
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// screen-space AABB of one quad (assuming no intersection)
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float3 vMin, vMax;
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for(int k=0; k<4; k++)
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{
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float fW = vPnts[k].w;
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float fS = fW<0 ? -1 : 1;
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float fWabs = fW<0 ? (-fW) : fW;
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fW = fS * (fWabs<FLT_EPS ? FLT_EPS : fWabs);
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float3 vP = float3(vPnts[k].x/fW, vPnts[k].y/fW, vPnts[k].z/fW);
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if(k==0) { vMin=vP; vMax=vP; }
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vMax = max(vMax, vP); vMin = min(vMin, vP);
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}
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clipFlags[subLigt*6+sideIndex] = (uFlag0<<0) | (uFlag1<<6) | (uFlag2<<12) | (uFlag3<<18);
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// store in clip buffer (only use these vMin and vMax if light is 100% visible in which case clipping isn't needed)
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posX[subLigt*MAX_PNTS*2 + sideIndex] = vMin.x;
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posY[subLigt*MAX_PNTS*2 + sideIndex] = vMin.y;
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posZ[subLigt*MAX_PNTS*2 + sideIndex] = vMin.z;
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posX[subLigt*MAX_PNTS*2 + sideIndex + 6] = vMax.x;
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posY[subLigt*MAX_PNTS*2 + sideIndex + 6] = vMax.y;
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posZ[subLigt*MAX_PNTS*2 + sideIndex + 6] = vMax.z;
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}
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}
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// if not XBONE and not PLAYSTATION4 we need a memorybarrier here
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// since we can't rely on the gpu cores being 64 wide.
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// We need a pound define around this.
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GroupMemoryBarrierWithGroupSync();
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{
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int f=0;
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if(sideIndex==0 && lgtIndex<(int) g_iNrVisibLights)
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{
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// quick acceptance or rejection
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unsigned int uCollectiveAnd = (unsigned int) -1;
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unsigned int uCollectiveOr = 0;
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for(f=0; f<6; f++)
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{
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unsigned int uFlagAnd = clipFlags[subLigt*6+f]&0x3f;
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unsigned int uFlagOr = uFlagAnd;
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for(int i=1; i<4; i++)
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{
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unsigned int uClipBits = (clipFlags[subLigt*6+f]>>(i*6))&0x3f;
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uFlagAnd &= uClipBits;
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uFlagOr |= uClipBits;
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}
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uCollectiveAnd &= uFlagAnd;
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uCollectiveOr |= uFlagOr;
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}
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bool bSetBoundYet = false;
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float3 vMin=0.0, vMax=0.0;
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if(uCollectiveAnd!=0 || uCollectiveOr==0) // all invisible or all visible (early out)
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{
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if(uCollectiveOr==0) // all visible
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{
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for(f=0; f<6; f++)
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{
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const int sideIndex = f;
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float3 vFaceMi = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 0], posY[subLigt*MAX_PNTS*2 + sideIndex + 0], posZ[subLigt*MAX_PNTS*2 + sideIndex + 0]);
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float3 vFaceMa = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 6], posY[subLigt*MAX_PNTS*2 + sideIndex + 6], posZ[subLigt*MAX_PNTS*2 + sideIndex + 6]);
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for(int k=0; k<2; k++)
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{
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float3 vP = k==0 ? vFaceMi : vFaceMa;
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if(f==0 && k==0) { vMin=vP; vMax=vP; }
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vMax = max(vMax, vP); vMin = min(vMin, vP);
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}
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}
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bSetBoundYet=true;
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}
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}
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else // :( need true clipping
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{
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for(f=0; f<6; f++)
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{
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float3 q0, q1, q2, q3;
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GetHullQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, f);
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// 4 vertices to a quad of the convex hull in post projection space
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const float4 vP0 = mul(g_mProjection, float4(q0, 1));
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const float4 vP1 = mul(g_mProjection, float4(q1, 1));
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const float4 vP2 = mul(g_mProjection, float4(q2, 1));
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const float4 vP3 = mul(g_mProjection, float4(q3, 1));
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int iSrcIndex = 0;
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int offs = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2;
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// fill up source clip buffer with the quad
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posX[offs+0]=vP0.x; posX[offs+1]=vP1.x; posX[offs+2]=vP2.x; posX[offs+3]=vP3.x;
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posY[offs+0]=vP0.y; posY[offs+1]=vP1.y; posY[offs+2]=vP2.y; posY[offs+3]=vP3.y;
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posZ[offs+0]=vP0.z; posZ[offs+1]=vP1.z; posZ[offs+2]=vP2.z; posZ[offs+3]=vP3.z;
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posW[offs+0]=vP0.w; posW[offs+1]=vP1.w; posW[offs+2]=vP2.w; posW[offs+3]=vP3.w;
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int iNrSrcVerts = 4;
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// do true clipping
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for(int p=0; p<6; p++)
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{
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const int nrVertsDst = ClipAgainstPlane(iSrcIndex, iNrSrcVerts, subLigt, p);
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iSrcIndex = 1-iSrcIndex;
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iNrSrcVerts = nrVertsDst;
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if(iNrSrcVerts<3 || iNrSrcVerts>=MAX_PNTS) break;
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}
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// final clipped convex primitive is in src buffer
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if(iNrSrcVerts>2)
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{
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int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2;
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for(int k=0; k<iNrSrcVerts; k++)
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{
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float4 vCur = float4(posX[offs_src+k], posY[offs_src+k], posZ[offs_src+k], posW[offs_src+k]);
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// project and apply toward AABB
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float3 vP = float3(vCur.x/vCur.w, vCur.y/vCur.w, vCur.z/vCur.w);
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if(!bSetBoundYet) { vMin=vP; vMax=vP; bSetBoundYet=true; }
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vMax = max(vMax, vP); vMin = min(vMin, vP);
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}
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}
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}
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////////////////////// look for camera frustum verts that need to be included. That is frustum vertices inside the convex hull for the light
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int i=0;
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for(i=0; i<8; i++) // establish 8 camera frustum vertices
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{
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float3 vVertPSpace = float3((i&1)!=0 ? 1 : (-1), (i&2)!=0 ? 1 : (-1), (i&4)!=0 ? 1 : 0);
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float4 v4ViewSpace = mul(g_mInvProjection, float4(vVertPSpace,1));
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float3 vViewSpace = float3(v4ViewSpace.x/v4ViewSpace.w, v4ViewSpace.y/v4ViewSpace.w, v4ViewSpace.z/v4ViewSpace.w);
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posX[subLigt*MAX_PNTS*2 + i] = vViewSpace.x;
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posY[subLigt*MAX_PNTS*2 + i] = vViewSpace.y;
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posZ[subLigt*MAX_PNTS*2 + i] = vViewSpace.z;
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}
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// determine which camera frustum vertices are inside the convex hull
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uint uVisibFl = 0xff;
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for(f=0; f<6; f++)
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{
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float3 vP0, vN;
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GetHullPlane(vP0, vN, boxX, boxY, boxZ, center, scaleXY, f);
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for(i=0; i<8; i++)
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{
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float3 vViewSpace = float3(posX[subLigt*MAX_PNTS*2 + i], posY[subLigt*MAX_PNTS*2 + i], posZ[subLigt*MAX_PNTS*2 + i]);
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uVisibFl &= ( dot(vViewSpace-vP0, vN)<0 ? 0xff : (~(1<<i)) );
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}
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}
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// apply camera frustum vertices inside the convex hull to the AABB
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for(i=0; i<8; i++)
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{
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if((uVisibFl&(1<<i))!=0)
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{
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float3 vP = float3((i&1)!=0 ? 1 : (-1), (i&2)!=0 ? 1 : (-1), (i&4)!=0 ? 1 : 0);
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if(!bSetBoundYet) { vMin=vP; vMax=vP; bSetBoundYet=true; }
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vMax = max(vMax, vP); vMin = min(vMin, vP);
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}
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}
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}
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// determine AABB bound in [-1;1]x[-1;1] screen space using bounding sphere.
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// Use the result to make our already established AABB from the convex hull
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// potentially tighter.
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if(!bSetBoundYet)
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{
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// set the AABB off-screen
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vMin = float3(-3,-3,-3);
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vMax = float3(-2,-2,-2);
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}
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else
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{
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//if((center.z+radius)<0.0)
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if(g_isOrthographic==0 && length(center)>radius)
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{
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float2 vMi, vMa;
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bool2 bMi, bMa;
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CalcBound(bMi, bMa, vMi, vMa, g_mInvProjection, center, radius);
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vMin.xy = bMi ? max(vMin.xy, vMi) : vMin.xy;
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vMax.xy = bMa ? min(vMax.xy, vMa) : vMax.xy;
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}
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else if(g_isOrthographic!=0)
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{
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float2 vMi = mul(g_mProjection, float4(center.xyz-radius,1)).xy; // no division needed for ortho
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float2 vMa = mul(g_mProjection, float4(center.xyz+radius,1)).xy; // no division needed for ortho
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vMin.xy = max(vMin.xy, vMi);
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vMax.xy = min(vMax.xy, vMa);
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}
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#if USE_LEFT_HAND_CAMERA_SPACE
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if((center.z-radius)>0.0)
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{
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float4 vPosF = mul(g_mProjection, float4(0,0,center.z-radius,1));
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vMin.z = max(vMin.z, vPosF.z/vPosF.w);
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}
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if((center.z+radius)>0.0)
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{
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float4 vPosB = mul(g_mProjection, float4(0,0,center.z+radius,1));
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vMax.z = min(vMax.z, vPosB.z/vPosB.w);
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}
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#else
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if((center.z+radius)<0.0)
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{
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float4 vPosF = mul(g_mProjection, float4(0,0,center.z+radius,1));
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vMin.z = max(vMin.z, vPosF.z/vPosF.w);
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}
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if((center.z-radius)<0.0)
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{
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float4 vPosB = mul(g_mProjection, float4(0,0,center.z-radius,1));
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vMax.z = min(vMax.z, vPosB.z/vPosB.w);
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}
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#endif
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else
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{
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vMin = float3(-3,-3,-3);
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vMax = float3(-2,-2,-2);
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}
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}
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// we should consider doing a look-up here into a max depth mip chain
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// to see if the light is occluded: vMin.z*VIEWPORT_SCALE_Z > MipTexelMaxDepth
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//g_vBoundsBuffer[lgtIndex+0] = float3(0.5*vMin.x+0.5, -0.5*vMax.y+0.5, vMin.z*VIEWPORT_SCALE_Z);
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//g_vBoundsBuffer[lgtIndex+g_iNrVisibLights] = float3(0.5*vMax.x+0.5, -0.5*vMin.y+0.5, vMax.z*VIEWPORT_SCALE_Z);
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// changed for unity
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// Each light's AABB is represented by two float3s, the min and max of the box.
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// And for stereo, we have two sets of lights. Therefore, each eye has a set of mins, followed by
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// a set of maxs, and each set is equal to g_iNrVisibLights.
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const int eyeBaseIndex = eyeIndex * g_iNrVisibLights * 2;
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const int minIndex = eyeBaseIndex + lgtIndex + 0;
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const int maxIndex = eyeBaseIndex + lgtIndex + (int)g_iNrVisibLights;
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g_vBoundsBuffer[minIndex] = float3(0.5*vMin.x + 0.5, 0.5*vMin.y + 0.5, vMin.z*VIEWPORT_SCALE_Z);
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g_vBoundsBuffer[maxIndex] = float3(0.5*vMax.x + 0.5, 0.5*vMax.y + 0.5, vMax.z*VIEWPORT_SCALE_Z);
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}
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}
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}
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float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p);
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int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p)
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{
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int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2;
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int offs_dst = (1-iSrcIndex)*MAX_PNTS+subLigt*MAX_PNTS*2;
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float4 vPrev = float4(posX[offs_src+(iNrSrcVerts-1)], posY[offs_src+(iNrSrcVerts-1)], posZ[offs_src+(iNrSrcVerts-1)], posW[offs_src+(iNrSrcVerts-1)]);
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int nrVertsDst = 0;
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unsigned int uMask = (1<<p);
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bool bIsPrevVisib = (GetClip(vPrev)&uMask)==0;
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for(int i=0; i<iNrSrcVerts; i++)
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{
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float4 vCur = float4(posX[offs_src+i], posY[offs_src+i], posZ[offs_src+i], posW[offs_src+i]);
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bool bIsCurVisib = (GetClip(vCur)&uMask)==0;
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if( (bIsCurVisib && !bIsPrevVisib) || (!bIsCurVisib && bIsPrevVisib) )
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{
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//assert(nrVertsDst<MAX_PNTS);
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if(nrVertsDst<MAX_PNTS)
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{
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// generate new vertex
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float4 vNew = GenNewVert(bIsCurVisib ? vCur : vPrev, bIsCurVisib ? vPrev : vCur, p);
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posX[offs_dst+nrVertsDst]=vNew.x; posY[offs_dst+nrVertsDst]=vNew.y; posZ[offs_dst+nrVertsDst]=vNew.z; posW[offs_dst+nrVertsDst]=vNew.w;
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++nrVertsDst;
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}
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}
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if(bIsCurVisib)
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{
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//assert(nrVertsDst<MAX_PNTS);
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if(nrVertsDst<MAX_PNTS)
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{
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posX[offs_dst+nrVertsDst]=vCur.x; posY[offs_dst+nrVertsDst]=vCur.y; posZ[offs_dst+nrVertsDst]=vCur.z; posW[offs_dst+nrVertsDst]=vCur.w;
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++nrVertsDst;
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}
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}
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vPrev = vCur;
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bIsPrevVisib = bIsCurVisib;
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}
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return nrVertsDst;
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}
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unsigned int GetClip(const float4 P)
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{
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//-P.w <= P.x <= P.w
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return ((P.x<-P.w)?1:0) | ((P.x>P.w)?2:0) | ((P.y<-P.w)?4:0) | ((P.y>P.w)?8:0) | ((P.z<0)?16:0) | ((P.z>P.w)?32:0);
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}
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float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p)
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{
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const float fS = p==4 ? 0 : ((p&1)==0 ? -1 : 1);
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const int index = ((uint) p)/2;
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float x1 = index==0 ? vVisib.x : (index==1 ? vVisib.y : vVisib.z);
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float x0 = index==0 ? vInvisib.x : (index==1 ? vInvisib.y : vInvisib.z);
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//fS*((vVisib.w-vInvisib.w)*t + vInvisib.w) = (x1-x0)*t + x0;
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const float fT = (fS*vInvisib.w-x0)/((x1-x0) - fS*(vVisib.w-vInvisib.w));
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float4 vNew = vVisib*fT + vInvisib*(1-fT);
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// just to be really anal we make sure the clipped against coordinate is precise
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if(index==0) vNew.x = fS*vNew.w;
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else if(index==1) vNew.y = fS*vNew.w;
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else vNew.z = fS*vNew.w;
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return vNew;
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}
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float4 TransformPlaneToPostSpace(float4x4 InvProjection, float4 plane)
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{
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return mul(plane, InvProjection);
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}
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float4 EvalPlanePair(out bool validPlanes, float2 posXY_in, float r)
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{
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// rotate by 90 degrees to avoid potential division by zero
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bool bMustFlip = abs(posXY_in.y)<abs(posXY_in.x);
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float2 posXY = bMustFlip ? float2(-posXY_in.y, posXY_in.x) : posXY_in;
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float fLenSQ = dot(posXY, posXY);
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float diffSq = fLenSQ - r*r;
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float D = posXY.y * sqrt(max(0.0, diffSq));
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float4 res;
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res.x = (-r*posXY.x - D) / fLenSQ;
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res.z = (-r*posXY.x + D) / fLenSQ;
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res.y = (-r-res.x*posXY.x) / posXY.y;
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res.w = (-r-res.z*posXY.x) / posXY.y;
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// rotate back by 90 degrees
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res = bMustFlip ? float4(res.y, -res.x, res.w, -res.z) : res;
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validPlanes = diffSq>0.0;
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return res;
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}
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void CalcBound(out bool2 bIsMinValid, out bool2 bIsMaxValid, out float2 vMin, out float2 vMax, float4x4 InvProjection, float3 pos_view_space, float r)
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{
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bool validX, validY;
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float4 planeX = EvalPlanePair(validX, float2(pos_view_space.x, pos_view_space.z), r);
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float4 planeY = EvalPlanePair(validY, float2(pos_view_space.y, pos_view_space.z), r);
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#if USE_LEFT_HAND_CAMERA_SPACE
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planeX = planeX.zwxy; // need to swap left/right and top/bottom planes when using left hand system
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planeY = planeY.zwxy;
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#endif
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bIsMinValid = bool2(planeX.z<0, planeY.z<0) && bool2(validX,validY);
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bIsMaxValid = bool2((-planeX.x)<0, (-planeY.x)<0) && bool2(validX,validY);
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// hopefully the compiler takes zeros into account
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// should be the case since the transformation in TransformPlaneToPostSpace()
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// is done using multiply-adds and not dot product instructions.
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float4 planeX0 = TransformPlaneToPostSpace(InvProjection, float4(planeX.x, 0, planeX.y, 0));
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float4 planeX1 = TransformPlaneToPostSpace(InvProjection, float4(planeX.z, 0, planeX.w, 0));
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|
float4 planeY0 = TransformPlaneToPostSpace(InvProjection, float4(0, planeY.x, planeY.y, 0));
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|
float4 planeY1 = TransformPlaneToPostSpace(InvProjection, float4(0, planeY.z, planeY.w, 0));
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|
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// convert planes to the forms (1,0,0,D) and (0,1,0,D)
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|
// 2D bound is given by -D components
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float2 A = -float2(planeX0.w / planeX0.x, planeY0.w / planeY0.y);
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|
float2 B = -float2(planeX1.w / planeX1.x, planeY1.w / planeY1.y);
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|
|
|
// Bound is complete
|
|
vMin = B;
|
|
vMax = A;
|
|
}
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