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/**
* 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_intersection_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
void main()
{
uint l_idx = gl_GlobalInvocationID.x;
if (l_idx >= lights_cull_buf.items_count) {
return;
}
LightData light = lights_buf[l_idx];
/* Sun lights are packed at the start of the array. */
if (light.type == LIGHT_SUN) {
keys_buf[l_idx] = l_idx;
return;
}
Sphere sphere;
switch (light.type) {
case LIGHT_SPOT:
/* TODO cone culling. */
case LIGHT_RECT:
case LIGHT_ELLIPSE:
case LIGHT_POINT:
sphere = Sphere(light._position, light.influence_radius_max);
break;
}
if (intersect_view(sphere)) {
uint index = lights_cull_buf.items_no_cull_count +
atomicAdd(lights_cull_buf.visible_count, 1u);
keys_buf[index] = l_idx;
}
}
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