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eevee_culling_tile_comp.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * 2D Culling pass for lights.
 * We iterate over all items and check if they intersect with the tile frustum.
 * Dispatch one thread per word.
 */

#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_culling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_culling_iter_lib.glsl)

void main(void)
{
  uint word_idx = gl_GlobalInvocationID.x % lights_cull_buf.tile_word_len;
  uint tile_idx = gl_GlobalInvocationID.x / lights_cull_buf.tile_word_len;
  uvec2 tile_co = uvec2(tile_idx % lights_cull_buf.tile_x_len,
                        tile_idx / lights_cull_buf.tile_x_len);

  if (tile_co.y >= lights_cull_buf.tile_y_len) {
    return;
  }

  /* TODO(fclem): We could stop the tile at the HiZ depth. */
  CullingTile tile = culling_tile_get(lights_cull_buf.tile_to_uv_fac, tile_co);

  uint l_idx = max(word_idx * 32u, lights_cull_buf.items_no_cull_count);
  uint l_end = min(l_idx + 32u,
                   lights_cull_buf.visible_count + lights_cull_buf.items_no_cull_count);
  uint word = 0u;

  for (; l_idx < l_end; l_idx++) {
    LightData light = lights_buf[l_idx];

    bool intersect_tile;
    switch (light.type) {
      case LIGHT_SPOT:
        /* TODO cone culling. */
      case LIGHT_RECT:
      case LIGHT_ELLIPSE:
      case LIGHT_POINT:
        Sphere sphere = Sphere(light._position, light.influence_radius_max);
        intersect_tile = culling_sphere_tile_isect(sphere, tile);
        break;
    }

    if (intersect_tile) {
      word |= 1u << (l_idx & 0x1Fu);
    }
  }

  lights_tile_buf[gl_GlobalInvocationID.x] = word;
}