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76 lines
3.1 KiB
Plaintext
76 lines
3.1 KiB
Plaintext
// Conservative depth-free 16x16 Forward+ construction. One invocation owns
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// one tile, so indices remain in the same sorted order as the forward reference.
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struct LocalLightGpu {
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float4 positionRange;
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float4 directionCosOuter;
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float4 colorIntensity;
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float4 coneTypeShadowView;
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float4 reserved;
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};
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struct TileBuildParameters {
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column_major float4x4 viewProjection;
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float4 viewport; // x, y, width, height in framebuffer pixels
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uint4 dimensions; // tilesX, tilesY, submitted local lights, capacity (<= 64)
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};
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[[vk::push_constant]] ConstantBuffer<TileBuildParameters> build;
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[[vk::binding(0,0)]] StructuredBuffer<LocalLightGpu> localLights;
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[[vk::binding(1,0)]] RWStructuredBuffer<uint> tileWords;
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bool sphereTouchesPlane(float3 center, float radius, float4 plane) {
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// The final epsilon admits boundary/rounding cases rather than dropping a
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// light. We intentionally do not use scene depth or reject near-plane cuts.
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return dot(plane, float4(center, 1.0)) + radius * length(plane.xyz) >= -1e-4;
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}
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[shader("compute")]
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[numthreads(64, 1, 1)]
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void lightTileMain(uint3 dispatchId : SV_DispatchThreadID) {
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uint tileId = dispatchId.x;
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uint tilesX = build.dimensions.x;
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uint tilesY = build.dimensions.y;
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if (tileId >= tilesX * tilesY) return;
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if (tileId == 0) {
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tileWords[0] = tilesX;
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tileWords[1] = 1;
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tileWords[2] = tilesY;
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tileWords[3] = min(build.dimensions.w, 64u);
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}
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uint tileX = tileId % tilesX;
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uint tileY = tileId / tilesX;
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float x0 = float(tileX * 16u);
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float y0 = float(tileY * 16u);
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float x1 = x0 + 16.0;
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float y1 = y0 + 16.0;
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float left = 2.0 * (x0 - build.viewport.x) / build.viewport.z - 1.0;
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float right = 2.0 * (x1 - build.viewport.x) / build.viewport.z - 1.0;
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float top = 2.0 * (y0 - build.viewport.y) / build.viewport.w - 1.0;
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float bottom = 2.0 * (y1 - build.viewport.y) / build.viewport.w - 1.0;
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float4 xRow = mul(float4(1, 0, 0, 0), build.viewProjection);
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float4 yRow = mul(float4(0, 1, 0, 0), build.viewProjection);
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float4 wRow = mul(float4(0, 0, 0, 1), build.viewProjection);
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float4 leftPlane = xRow - left * wRow;
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float4 rightPlane = right * wRow - xRow;
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float4 topPlane = yRow - top * wRow;
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float4 bottomPlane = bottom * wRow - yRow;
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uint base = 4u + tileId * 66u;
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uint count = 0;
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bool overflow = false;
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for (uint i = 0; i < build.dimensions.z; ++i) {
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LocalLightGpu light = localLights[i];
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if (light.colorIntensity.w <= 0.0) continue;
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float3 center = light.positionRange.xyz;
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float radius = light.positionRange.w;
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if (!sphereTouchesPlane(center, radius, leftPlane) ||
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!sphereTouchesPlane(center, radius, rightPlane) ||
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!sphereTouchesPlane(center, radius, topPlane) ||
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!sphereTouchesPlane(center, radius, bottomPlane)) continue;
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if (count < min(build.dimensions.w, 64u))
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tileWords[base + 2u + count] = i;
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else
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overflow = true;
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++count;
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}
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tileWords[base] = min(count, min(build.dimensions.w, 64u));
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tileWords[base + 1u] = overflow ? 1u : 0u;
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}
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