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#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#include "bindless.glsl"
#include "scene_data.glsl"
// Forward+ light culling.
// One workgroup per LIGHT_TILE_SIZE x LIGHT_TILE_SIZE screen tile:
// 1. find the min/max depth of the tile from the depth pre-pass
// 2. build the tile frustum in view space
// 3. test every light against it and write the visible ones to the tile's light list
layout (push_constant, scalar) uniform constants
{
SceneDataBuffer sceneData;
uvec2 screenSize;
uint depthTexID;
uint padding;
} pcs;
layout (local_size_x = LIGHT_TILE_SIZE, local_size_y = LIGHT_TILE_SIZE, local_size_z = 1) in;
#define THREADS_PER_TILE (LIGHT_TILE_SIZE * LIGHT_TILE_SIZE)
shared uint tileMinDepth;
shared uint tileMaxDepth;
shared uint tileLightCount;
// left, right, bottom, top side planes (view space, through the camera origin)
shared vec4 tilePlanes[4];
// view space distances along -Z
shared float tileNearDistance;
shared float tileFarDistance;
vec3 unprojectToView(vec2 ndc, float depth)
{
vec4 p = pcs.sceneData.invProj * vec4(ndc, depth, 1.0);
return p.xyz / p.w;
}
// Plane through the camera origin and two points, normal facing towards `inside`
vec4 makeSidePlane(vec3 a, vec3 b, vec3 inside)
{
vec3 n = normalize(cross(a, b));
if (dot(n, inside) < 0.0) {
n = -n;
}
return vec4(n, 0.0);
}
bool sphereInsideTile(vec3 center, float radius)
{
float distance = -center.z;
if (distance + radius < tileNearDistance || distance - radius > tileFarDistance) {
return false;
}
for (int i = 0; i < 4; i++) {
if (dot(tilePlanes[i].xyz, center) + tilePlanes[i].w < -radius) {
return false;
}
}
return true;
}
void main()
{
uint localIndex = gl_LocalInvocationIndex;
uvec2 tileID = gl_WorkGroupID.xy;
uint tileIndex = tileID.y * pcs.sceneData.tileCountX + tileID.x;
uint tileOffset = tileIndex * LIGHT_TILE_STRIDE;
if (localIndex == 0) {
tileMinDepth = 0xFFFFFFFFu;
tileMaxDepth = 0u;
tileLightCount = 0u;
}
memoryBarrierShared();
barrier();
// 1. min / max depth
uvec2 pixel = gl_GlobalInvocationID.xy;
if (all(lessThan(pixel, pcs.screenSize))) {
float depth = texelFetch(
sampler2D(textures[pcs.depthTexID], samplers[NEAREST_SAMPLER_ID]),
ivec2(pixel),
0).r;
// depth == 1.0 is the cleared far plane (sky), nothing there receives light.
// Depth is always positive, so its bits can be compared as uints.
if (depth < 1.0) {
uint depthBits = floatBitsToUint(depth);
atomicMin(tileMinDepth, depthBits);
atomicMax(tileMaxDepth, depthBits);
}
}
memoryBarrierShared();
barrier();
// 2. tile frustum
bool tileHasGeometry = tileMinDepth != 0xFFFFFFFFu;
if (localIndex == 0 && tileHasGeometry) {
vec2 screenSize = vec2(pcs.screenSize);
vec2 ndcMin = vec2(tileID * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
vec2 ndcMax = vec2((tileID + 1) * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
vec2 ndcCenter = (ndcMin + ndcMax) * 0.5;
vec3 corner00 = unprojectToView(vec2(ndcMin.x, ndcMin.y), 1.0);
vec3 corner10 = unprojectToView(vec2(ndcMax.x, ndcMin.y), 1.0);
vec3 corner11 = unprojectToView(vec2(ndcMax.x, ndcMax.y), 1.0);
vec3 corner01 = unprojectToView(vec2(ndcMin.x, ndcMax.y), 1.0);
vec3 center = unprojectToView(ndcCenter, 1.0);
tilePlanes[0] = makeSidePlane(corner01, corner00, center);
tilePlanes[1] = makeSidePlane(corner10, corner11, center);
tilePlanes[2] = makeSidePlane(corner00, corner10, center);
tilePlanes[3] = makeSidePlane(corner11, corner01, center);
tileNearDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMinDepth)).z;
tileFarDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMaxDepth)).z;
}
memoryBarrierShared();
barrier();
// 3. cull lights, every thread takes a slice of the light list
if (tileHasGeometry) {
for (uint i = localIndex; i < pcs.sceneData.numLights; i += THREADS_PER_TILE) {
Light light = pcs.sceneData.lights.data[i];
bool visible = light.type == TYPE_DIRECTIONAL_LIGHT;
if (!visible) {
vec3 viewPos = (pcs.sceneData.view * vec4(light.position, 1.0)).xyz;
visible = sphereInsideTile(viewPos, light.range);
}
if (visible) {
uint slot = atomicAdd(tileLightCount, 1u);
if (slot < MAX_LIGHTS_PER_TILE) {
pcs.sceneData.tileLightIndices.data[tileOffset + 1 + slot] = i;
}
}
}
}
memoryBarrierShared();
barrier();
if (localIndex == 0) {
pcs.sceneData.tileLightIndices.data[tileOffset] = min(tileLightCount, uint(MAX_LIGHTS_PER_TILE));
}
}