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/**
* Compute visibility of each resource bounds for a given view.
*/
/* TODO(fclem): This could be augmented by a 2 pass occlusion culling system. */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)
shared uint shared_result;
void mask_visibility_bit()
{
uint bit = 1u << gl_LocalInvocationID.x;
atomicAnd(visibility_buf[gl_WorkGroupID.x], ~bit);
}
void main()
{
if (gl_GlobalInvocationID.x >= resource_len) {
return;
}
ObjectBounds bounds = bounds_buf[gl_GlobalInvocationID.x];
if (bounds.bounding_sphere.w != -1.0) {
IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz,
bounds.bounding_corners[1].xyz,
bounds.bounding_corners[2].xyz,
bounds.bounding_corners[3].xyz);
Sphere bounding_sphere = Sphere(bounds.bounding_sphere.xyz, bounds.bounding_sphere.w);
Sphere inscribed_sphere = Sphere(bounds.bounding_sphere.xyz, bounds._inner_sphere_radius);
if (intersect_view(inscribed_sphere) == true) {
/* Visible. */
}
else if (intersect_view(bounding_sphere) == false) {
/* Not visible. */
mask_visibility_bit();
}
else if (intersect_view(box) == false) {
/* Not visible. */
mask_visibility_bit();
}
}
}
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