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- #include "$ENGINE$\PerCameraData.bslinc"
- #define USE_LIGHT_GRID_INDICES 1
- #include "$ENGINE$\LightingCommon.bslinc"
- #include "$ENGINE$\ImageBasedLighting.bslinc"
- #include "$ENGINE$\LightGridCommon.bslinc"
- technique LightGridLLCreation
- {
- mixin PerCameraData;
- mixin LightingCommon;
- mixin LightGridCommon;
- mixin ImageBasedLighting;
- code
- {
- [layout(r32ui)]
- RWBuffer<uint> gLightsCounter;
- [layout(r32ui)]
- RWBuffer<uint> gLightsLLHeads;
- RWBuffer<uint4> gLightsLL;
-
- [layout(r32ui)]
- RWBuffer<uint> gProbesCounter;
- [layout(r32ui)]
- RWBuffer<uint> gProbesLLHeads;
- RWBuffer<uint2> gProbesLL;
-
- // Generates a an axis aligned bounding box in NDC and transforms it to view space.
- // Note: This will overlap other cells, so it might be better to use frustum planes
- // instead of AABB, although frustum testing procedure could result in more false positive
- void calcCellAABB(uint3 cellIdx, out float3 center, out float3 extent)
- {
- // Note:: AABB calculation in tiled deferred image based lighting shader uses less instructions than this,
- // see if it can be applied here.
-
- // Convert grid XY coordinates to clip coordinates
- float2 a = 2.0f / gGridSize.xy;
-
- float3 ndcMin;
- float3 ndcMax;
-
- ndcMin.xy = cellIdx.xy * a - float2(1.0f, 1.0f);
- ndcMax.xy = (cellIdx.xy + 1) * a - float2(1.0f, 1.0f);
-
- // Flip Y depending on render API, depending if Y in NDC is facing up or down
- // (We negate the value because we want NDC with Y flipped, so origin is top left)
- float flipY = -sign(gMatProj[1][1]);
- ndcMin.y *= flipY;
- ndcMax.y *= flipY;
-
- // Because we're viewing along negative Z, farther end is the minimum
- float viewZMin = calcViewZFromCellZ(cellIdx.z + 1);
- float viewZMax = calcViewZFromCellZ(cellIdx.z);
-
- ndcMin.z = convertToNDCZ(viewZMax);
- ndcMax.z = convertToNDCZ(viewZMin);
-
- float4 corner[8];
- // Near
- corner[0] = mul(gMatInvProj, float4(ndcMin.x, ndcMin.y, ndcMin.z, 1.0f));
- corner[1] = mul(gMatInvProj, float4(ndcMax.x, ndcMin.y, ndcMin.z, 1.0f));
- corner[2] = mul(gMatInvProj, float4(ndcMax.x, ndcMax.y, ndcMin.z, 1.0f));
- corner[3] = mul(gMatInvProj, float4(ndcMin.x, ndcMax.y, ndcMin.z, 1.0f));
-
- // Far
- corner[4] = mul(gMatInvProj, float4(ndcMin.x, ndcMin.y, ndcMax.z, 1.0f));
- corner[5] = mul(gMatInvProj, float4(ndcMax.x, ndcMin.y, ndcMax.z, 1.0f));
- corner[6] = mul(gMatInvProj, float4(ndcMax.x, ndcMax.y, ndcMax.z, 1.0f));
- corner[7] = mul(gMatInvProj, float4(ndcMin.x, ndcMax.y, ndcMax.z, 1.0f));
-
- [unroll]
- for(uint i = 0; i < 8; ++i)
- corner[i].xy /= corner[i].w;
-
- float3 viewMin = float3(corner[0].xy, viewZMin);
- float3 viewMax = float3(corner[0].xy, viewZMax);
-
- [unroll]
- for(uint i = 1; i < 8; ++i)
- {
- viewMin.xy = min(viewMin.xy, corner[i].xy);
- viewMax.xy = max(viewMax.xy, corner[i].xy);
- }
-
- extent = (viewMax - viewMin) * 0.5f;
- center = viewMin + extent;
- }
-
- [numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, THREADGROUP_SIZE)]
- void csmain(
- uint3 groupId : SV_GroupID,
- uint3 groupThreadId : SV_GroupThreadID,
- uint3 dispatchThreadId : SV_DispatchThreadID)
- {
- // Ignore pixels out of valid range
- if (any(dispatchThreadId.xy >= gGridSize.xy))
- return;
-
- uint maxNumLinks = gNumCells * gMaxNumLightsPerCell;
- uint cellIdx = (dispatchThreadId.z * gGridSize.y + dispatchThreadId.y) * gGridSize.x + dispatchThreadId.x;
-
- float3 cellCenter;
- float3 cellExtent;
- calcCellAABB(dispatchThreadId, cellCenter, cellExtent);
-
- for(uint type = 1; type < 3; ++type)
- {
- uint lightsStart = gLightStrides[type - 1];
- uint lightsEnd = lightsStart + gLightCounts[type];
- for(uint i = lightsStart; i < lightsEnd; ++i)
- {
- float4 lightPosition = mul(gMatView, float4(gLights[i].position, 1.0f));
- float lightRadius = gLights[i].attRadius;
-
- // Calculate distance from box to light
- float3 distances = max(abs(lightPosition - cellCenter) - cellExtent, 0);
- float distSqrd = dot(distances, distances);
-
- if(distSqrd <= (lightRadius * lightRadius))
- {
- uint nextLink;
- InterlockedAdd(gLightsCounter[0], 1U, nextLink);
-
- if(nextLink < maxNumLinks)
- {
- uint prevLink;
- InterlockedExchange(gLightsLLHeads[cellIdx], nextLink, prevLink);
-
- gLightsLL[nextLink] = uint4(i, type, prevLink, 0);
- }
- }
- }
- }
-
- for(uint i = 0; i < gNumReflProbes; ++i)
- {
- float4 probePosition = mul(gMatView, float4(gReflectionProbes[i].position, 1.0f));
- float probeRadius = gReflectionProbes[i].radius;
-
- // Calculate distance from box to light
- float3 distances = max(abs(probePosition - cellCenter) - cellExtent, 0);
- float distSqrd = dot(distances, distances);
-
- if(distSqrd <= (probeRadius * probeRadius))
- {
- uint nextLink;
- InterlockedAdd(gProbesCounter[0], 1U, nextLink);
-
- if(nextLink < maxNumLinks)
- {
- uint prevLink;
- InterlockedExchange(gProbesLLHeads[cellIdx], nextLink, prevLink);
-
- gProbesLL[nextLink] = uint2(i, prevLink);
- }
- }
- }
- }
- };
- };
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