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2.2 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#include "sdsm_common.glsl"
void visibileCulling(uint idx, uint cascadeId)
{
StaticMeshPerObjectData objectData = objectDatas[idx];
// todo: current only cull static mesh, also can cull p
if(objectData.objectType != SMT_StaticMesh)
{
}
else
{
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 test.
for (int i = 0; i < 4; i++) // frustum 4, 5 is back and front face, don't test.
{
vec3 worldSpaceN = cascadeInfos[cascadeId].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 + cascadeInfos[cascadeId].frustumPlanes[i].w < 0.0)
{
return;
}
}
}
// Build draw command if visible.
uint drawId = atomicAdd(drawCount[cascadeId], 1) + cascadeId * cullCountPercascade;
indirectCommands[drawId].objectId = idx;
// We fetech vertex by index, so vertex count is index count.
indirectCommands[drawId].vertexCount = objectData.indexCount;
indirectCommands[drawId].firstVertex = objectData.indexStartPosition;
// We fetch vertex in vertex shader, so instancing is unused when rendering.
indirectCommands[drawId].instanceCount = 1;
indirectCommands[drawId].firstInstance = 0;
}
layout (local_size_x = 64) in;
void main()
{
uint idx = gl_GlobalInvocationID.x;
if(idx < cullCountPercascade * cascadeCount)
{
// Use cascade id ensure easy fetech cascade infos when render depth.
uint cascadeIndex = idx / cullCountPercascade;
// Object id fetech.
uint objectId = idx % cullCountPercascade;
visibileCulling(objectId, cascadeIndex);
}
}