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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_shader_shared.hh)
#pragma BLENDER_REQUIRE(eevee_culling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_culling_iter_lib.glsl)

layout(local_size_x = 1024) in;

layout(std430, binding = 0) readonly restrict buffer lights_buf
{
  LightData lights[];
};

layout(std430, binding = 1) readonly restrict buffer culling_buf
{
  CullingData culling;
};

layout(std430, binding = 2) writeonly restrict buffer culling_tile_buf
{
  CullingWord culling_words[];
};

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

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

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

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

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

    bool intersect_tile;
    switch (light.type) {
      case LIGHT_SUN:
        intersect_tile = true;
        break;
      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);
    }
  }

  culling_words[gl_GlobalInvocationID.x] = word;
}