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

73 lines
2.2 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : 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 (push_constant) uniform PushConsts
{
// Total static mesh count need to cull.
uint cullCount;
};
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;
}
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)
{
// no visibile
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;
}
}