Renderer/assets/Shaders/core/light/cull.comp
austin 9db672321f
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Light fixes
2024-11-20 21:44:19 -05:00

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#version 450 core
/**
Maximum number of lights per cluster
*/
#define MAX_LIGHTS_PER_CLUSTER 100
/**
The number of "threads" to run
*/
#define CULL_LOCAL_SIZE 128
/**
Bind points for different SSBOs
*/
#define CLUSTER_SSBO_BIND_POINT 1
#define POINT_LIGHT_SSBO_BIND_POINT 2
#define DIRECT_LIGHT_SSBO_BIND_POINT 3
layout(local_size_x = CULL_LOCAL_SIZE, local_size_y = 1, local_size_z = 1) in;
struct PointLight {
vec4 position;
vec4 color;
float constant;
float linear;
float quadratic;
float radius;
};
struct Cluster {
vec4 minPoint;
vec4 maxPoint;
uint count;
uint lightIndices[MAX_LIGHTS_PER_CLUSTER];
};
layout(std430, binding = CLUSTER_SSBO_BIND_POINT) restrict buffer clusterSSBO {
Cluster clusters[];
};
layout(std430, binding = POINT_LIGHT_SSBO_BIND_POINT) restrict buffer lightSSBO {
PointLight pointLight[];
};
uniform mat4 viewMatrix;
/**
* Number of lights in the scene
*/
uniform int lightCount;
bool testSphereAABB(uint i, Cluster c);
// each invocation of main() is a thread processing a cluster
void main() {
uint index = gl_WorkGroupID.x * CULL_LOCAL_SIZE + gl_LocalInvocationID.x;
Cluster cluster = clusters[index];
// we need to reset count because culling runs every frame.
// otherwise it would accumulate.
cluster.count = 0;
for (uint i = 0; i < lightCount; ++i){
if (testSphereAABB(i, cluster) && cluster.count < 100){
cluster.lightIndices[cluster.count] = i;
cluster.count++;
}
}
clusters[index] = cluster;
}
bool sphereAABBIntersection(vec3 center, float radius, vec3 aabbMin, vec3 aabbMax) {
// closest point on the AABB to the sphere center
vec3 closestPoint = clamp(center, aabbMin, aabbMax);
// squared distance between the sphere center and closest point
float distanceSquared = dot(closestPoint - center, closestPoint - center);
return distanceSquared <= radius * radius;
}
// this just unpacks data for sphereAABBIntersection
bool testSphereAABB(uint i, Cluster cluster) {
vec3 center = vec3(viewMatrix * pointLight[i].position);
float radius = pointLight[i].radius;
vec3 aabbMin = cluster.minPoint.xyz;
vec3 aabbMax = cluster.maxPoint.xyz;
return sphereAABBIntersection(center, radius, aabbMin, aabbMax);
}