Files
flower/source/shader/mesh/staticmesh_after_prepass_cull.glsl

124 lines
4.6 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#include "../common/shared_struct.glsl"
#include "../common/shared_functions.glsl"
layout (set = 0, binding = 0) uniform UniformFrameData{ PerFrameData frameData; };
layout (set = 0, binding = 1) readonly buffer SSBOPerObject { StaticMeshPerObjectData objectDatas[]; };
layout (set = 0, binding = 2) buffer SSBOIndirectDraws { StaticMeshDrawCommand drawCommands[]; };
layout (set = 0, binding = 3) buffer SSBODrawCount{ uint drawCount; };
layout (set = 0, binding = 4) uniform texture2D inHzbFurthest;
layout (push_constant) uniform PushConsts
{
// Total static mesh count need to cull.
uint cullCount;
uint hzbMipCount;
vec2 hzbSrcSize;
};
layout(local_size_x = 64) in;
void main()
{
// get working id.
uint idx = gl_GlobalInvocationID.x;
if(idx >= cullCount)
{
return;
}
const StaticMeshPerObjectData objectData = objectDatas[idx];
if(objectData.objectType != SMT_StaticMesh)
{
return;
}
const mat4 mvp = frameData.camViewProj * objectData.modelMatrix;
const vec3 exten = objectData.extents;
vec3 localPos = objectData.sphereBounds.xyz;
vec4 worldPos = objectData.modelMatrix * vec4(localPos, 1.0f);
// local to world normal matrix.
mat3 normalMatrix = transpose(inverse(mat3(objectData.modelMatrix)));
mat3 world2Local = inverse(normalMatrix);
// frustum culling test.
for (int i = 0; i < 6; i++)
{
vec3 worldSpaceN = frameData.frustumPlanes[i].xyz;
float castDistance = dot(worldPos.xyz, worldSpaceN);
// transfer to local matrix and use abs get first dimensions project value,
// use that for test.
vec3 localNormal = world2Local * worldSpaceN;
float absDiff = dot(abs(localNormal), objectData.extents.xyz);
if (castDistance + absDiff + frameData.frustumPlanes[i].w < 0.0)
{
return; // no visibile
}
}
// Hzb culling test.
{
// Cast eight vertex to screen space, then compute texel size, then sample hzb, then compare depth occlusion state.
const vec3 uvZ0 = projectPos(localPos + exten * vec3( 1.0, 1.0, 1.0), mvp);
const vec3 uvZ1 = projectPos(localPos + exten * vec3(-1.0, 1.0, 1.0), mvp);
const vec3 uvZ2 = projectPos(localPos + exten * vec3( 1.0, -1.0, 1.0), mvp);
const vec3 uvZ3 = projectPos(localPos + exten * vec3( 1.0, 1.0, -1.0), mvp);
const vec3 uvZ4 = projectPos(localPos + exten * vec3(-1.0, -1.0, 1.0), mvp);
const vec3 uvZ5 = projectPos(localPos + exten * vec3( 1.0, -1.0, -1.0), mvp);
const vec3 uvZ6 = projectPos(localPos + exten * vec3(-1.0, 1.0, -1.0), mvp);
const vec3 uvZ7 = projectPos(localPos + exten * vec3(-1.0, -1.0, -1.0), mvp);
vec3 maxUvz = max(max(max(max(max(max(max(uvZ0, uvZ1), uvZ2), uvZ3), uvZ4), uvZ5), uvZ6), uvZ7);
vec3 minUvz = min(min(min(min(min(min(min(uvZ0, uvZ1), uvZ2), uvZ3), uvZ4), uvZ5), uvZ6), uvZ7);
if(maxUvz.z < 1.0f && minUvz.z > 0.0f)
{
const vec2 bounds = maxUvz.xy - minUvz.xy;
const float edge = max(1.0, max(bounds.x, bounds.y) * max(hzbSrcSize.x, hzbSrcSize.y));
int mipLevel = int(min(ceil(log2(edge)), hzbMipCount - 1));
const vec2 mipSize = vec2(textureSize(inHzbFurthest, mipLevel));
const ivec2 samplePosMax = ivec2(saturate(maxUvz.xy) * mipSize);
const ivec2 samplePosMin = ivec2(saturate(minUvz.xy) * mipSize);
vec4 occ = vec4(
texelFetch(inHzbFurthest, samplePosMax.xy, mipLevel).x,
texelFetch(inHzbFurthest, samplePosMin.xy, mipLevel).x,
texelFetch(inHzbFurthest, ivec2(samplePosMax.x, samplePosMin.y), mipLevel).x,
texelFetch(inHzbFurthest, ivec2(samplePosMin.x, samplePosMax.y), mipLevel).x);
float occDepth = min(occ.w, min(occ.z, min(occ.x, occ.y)));
// Occlusion, pre-return.
if(occDepth > maxUvz.z)
{
return;
}
}
}
// Build draw command if visible.
{
uint drawId = atomicAdd(drawCount, 1);
drawCommands[drawId].objectId = idx;
// We fetech vertex by index, so vertex count is index count.
drawCommands[drawId].vertexCount = objectData.indexCount;
drawCommands[drawId].firstVertex = objectData.indexStartPosition;
// We fetch vertex in vertex shader, so instancing is unused when rendering.
drawCommands[drawId].instanceCount = 1;
drawCommands[drawId].firstInstance = 0;
}
}