diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl new file mode 100644 index 00000000000..9c12b0e50e6 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl @@ -0,0 +1,62 @@ + +/** + * Select the visible items inside the active view and put them inside the sorting buffer. + */ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(common_intersect_lib.glsl) + +void main() +{ + uint l_idx = gl_GlobalInvocationID.x; + if (l_idx >= light_cull_buf.items_count) { + return; + } + + LightData light = in_light_buf[l_idx]; + + /* Do not select 0 power lights. */ + if (light.influence_radius_max < 1e-8) { + return; + } + + /* Sun lights are packed at the end of the array. Perform early copy. */ + if (light.type == LIGHT_SUN) { + /* NOTE: We know the index because sun lights are packed at the start of the input buffer. */ + out_light_buf[light_cull_buf.local_lights_len + l_idx] = light; + return; + } + + Sphere sphere; + switch (light.type) { + case LIGHT_SPOT: + /* Only for < ~170° Cone due to plane extraction precision. */ + if (light.spot_tan < 10.0) { + Pyramid pyramid = shape_pyramid_non_oblique( + light._position, + light._position - light._back * light.influence_radius_max, + light._right * light.influence_radius_max * light.spot_tan / light.spot_size_inv.x, + light._up * light.influence_radius_max * light.spot_tan / light.spot_size_inv.y); + if (!intersect_view(pyramid)) { + return; + } + } + case LIGHT_RECT: + case LIGHT_ELLIPSE: + case LIGHT_POINT: + sphere = Sphere(light._position, light.influence_radius_max); + break; + } + + /* TODO(fclem): HiZ culling? Could be quite beneficial given the nature of the 2.5D culling. */ + + /* TODO(fclem): Small light culling / fading? */ + + if (intersect_view(sphere)) { + uint index = atomicAdd(light_cull_buf.visible_count, 1u); + + out_zdist_buf[index] = dot(cameraForward, light._position) - dot(cameraForward, cameraPos); + out_key_buf[index] = l_idx; + } +} |