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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_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;
}
}
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