| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596 |
- // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Shaders/LightFunctions.hlsl>
- // Debugging function
- Vec3 clusterHeatmap(Cluster cluster, U32 objectTypeMask)
- {
- U32 maxObjects = 0u;
- I32 count = 0;
- if((objectTypeMask & (1u << (U32)GpuSceneNonRenderableObjectType::kLight)) != 0u)
- {
- maxObjects += kMaxVisibleLights;
- count += I32(countbits(cluster.m_pointLightsMask | cluster.m_spotLightsMask));
- }
- if((objectTypeMask & (1u << (U32)GpuSceneNonRenderableObjectType::kDecal)) != 0u)
- {
- maxObjects += kMaxVisibleDecals;
- count += I32(countbits(cluster.m_decalsMask));
- }
- if((objectTypeMask & (1u << (U32)GpuSceneNonRenderableObjectType::kFogDensityVolume)) != 0u)
- {
- maxObjects += kMaxVisibleFogDensityVolumes;
- count += countbits(cluster.m_fogDensityVolumesMask);
- }
- if((objectTypeMask & (1u << (U32)GpuSceneNonRenderableObjectType::kReflectionProbe)) != 0u)
- {
- maxObjects += kMaxVisibleReflectionProbes;
- count += countbits(cluster.m_reflectionProbesMask);
- }
- if((objectTypeMask & (1u << (U32)GpuSceneNonRenderableObjectType::kGlobalIlluminationProbe)) != 0u)
- {
- maxObjects += kMaxVisibleGlobalIlluminationProbes;
- count += countbits(cluster.m_giProbesMask);
- }
- const F32 factor = min(1.0, F32(count) / F32(maxObjects));
- return heatmap(factor);
- }
- /// Returns the index of the zSplit or linearizeDepth(n, f, depth)*zSplitCount
- /// Simplifying this equation is 1/(a+b/depth) where a=(n-f)/(n*zSplitCount) and b=f/(n*zSplitCount)
- U32 computeZSplitClusterIndex(F32 depth, U32 zSplitCount, F32 a, F32 b)
- {
- const F32 fSplitIdx = 1.0 / (a + b / depth);
- return min(zSplitCount - 1u, (U32)fSplitIdx);
- }
- /// Return the tile index.
- U32 computeTileClusterIndexFragCoord(Vec2 fragCoord, U32 tileSize, U32 tileCountX)
- {
- const UVec2 tileXY = UVec2(fragCoord / F32(tileSize));
- return tileXY.y * tileCountX + tileXY.x;
- }
- /// Merge the tiles with z splits into a single cluster.
- Cluster mergeClusters(Cluster tileCluster, Cluster zCluster)
- {
- // #define ANKI_OR_MASKS(x) subgroupOr(x)
- #define ANKI_OR_MASKS(x) (x)
- Cluster outCluster;
- outCluster.m_pointLightsMask = ANKI_OR_MASKS(tileCluster.m_pointLightsMask & zCluster.m_pointLightsMask);
- outCluster.m_spotLightsMask = ANKI_OR_MASKS(tileCluster.m_spotLightsMask & zCluster.m_spotLightsMask);
- outCluster.m_decalsMask = ANKI_OR_MASKS(tileCluster.m_decalsMask & zCluster.m_decalsMask);
- outCluster.m_fogDensityVolumesMask = ANKI_OR_MASKS(tileCluster.m_fogDensityVolumesMask & zCluster.m_fogDensityVolumesMask);
- outCluster.m_reflectionProbesMask = ANKI_OR_MASKS(tileCluster.m_reflectionProbesMask & zCluster.m_reflectionProbesMask);
- outCluster.m_giProbesMask = ANKI_OR_MASKS(tileCluster.m_giProbesMask & zCluster.m_giProbesMask);
- #undef ANKI_OR_MASKS
- return outCluster;
- }
- /// Get the final cluster after ORing and ANDing the masks.
- Cluster getClusterFragCoord(StructuredBuffer<Cluster> clusters, Vec3 fragCoord, U32 tileSize, UVec2 tileCounts, U32 zSplitCount, F32 a, F32 b)
- {
- const Cluster tileCluster = clusters[computeTileClusterIndexFragCoord(fragCoord.xy, tileSize, tileCounts.x)];
- const Cluster zCluster = clusters[computeZSplitClusterIndex(fragCoord.z, zSplitCount, a, b) + tileCounts.x * tileCounts.y];
- return mergeClusters(tileCluster, zCluster);
- }
- Cluster getClusterFragCoord(StructuredBuffer<Cluster> clusters, ClusteredShadingUniforms unis, Vec3 fragCoord)
- {
- return getClusterFragCoord(clusters, fragCoord, unis.m_tileSize, unis.m_tileCounts, unis.m_zSplitCount, unis.m_zSplitMagic.x,
- unis.m_zSplitMagic.y);
- }
|