Fixing basepass light culling data
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@@ -5,11 +5,9 @@ import MaterialParameter;
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struct LightCullingData
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{
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RWStructuredBuffer<uint> oLightIndexList;
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RWStructuredBuffer<uint> tLightIndexList;
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RWStructuredBuffer<uint> lightIndexList;
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RWTexture2D<uint2> oLightGrid;
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RWTexture2D<uint2> tLightGrid;
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RWTexture2D<uint2> lightGrid;
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};
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layout(set=5)
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ParameterBlock<LightCullingData> pLightCullingData;
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@@ -21,8 +19,8 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = pMaterial.prepare(materialParams);
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uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
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uint startOffset = pLightCullingData.oLightGrid[tileIndex].x;
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uint lightCount = pLightCullingData.oLightGrid[tileIndex].y;
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uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
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uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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@@ -30,7 +28,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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}
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for(uint i = 0; i < lightCount; ++i)
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{
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uint lightIndex = pLightCullingData.oLightIndexList[startOffset + lightCount];
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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}
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return float4(result, 1.0f);
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@@ -13,23 +13,18 @@ struct ComputeShaderInput
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[shader("compute")]
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void computeFrustums(ComputeShaderInput in)
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{
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const float3 topLeft = float3(-1, -1, -1);
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const float3 topRight = float3(1, -1, -1);
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const float3 bottomLeft = float3(-1, 1, -1);
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const float3 origin = float3(0, 0, 0);
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float3 xStep = (topRight - topLeft) / pDispatchParams.numThreads.x;
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float3 yStep = (bottomLeft - topLeft) / pDispatchParams.numThreads.y;
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float3 origin = float3(0, 0, 0);
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float3 corners[4] = {
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topLeft + (in.dispatchThreadID.x + 0) * xStep + (in.dispatchThreadID.y + 0) * yStep,
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topLeft + (in.dispatchThreadID.x + 1) * xStep + (in.dispatchThreadID.y + 0) * yStep,
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topLeft + (in.dispatchThreadID.x + 0) * xStep + (in.dispatchThreadID.y + 1) * yStep,
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topLeft + (in.dispatchThreadID.x + 1) * xStep + (in.dispatchThreadID.y + 1) * yStep
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screenToClip(float3(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f)),
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screenToClip(float3(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f)),
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screenToClip(float3(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f)),
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screenToClip(float3(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f))
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};
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Frustum frustum;
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frustum.sides[0] = computePlane(origin, corners[0], corners[2]);
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frustum.sides[1] = computePlane(origin, corners[3], corners[1]);
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frustum.sides[2] = computePlane(origin, corners[1], corners[0]);
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frustum.sides[3] = computePlane(origin, corners[2], corners[3]);
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frustum.sides[0] = computePlane(origin, corners[2], corners[1]);
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frustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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frustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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frustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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if(in.dispatchThreadID.x < pDispatchParams.numThreads.x && in.dispatchThreadID.y < pDispatchParams.numThreads.y)
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{
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uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.numThreads.x);
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@@ -99,7 +99,6 @@ void cullLights(ComputeShaderInput in)
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{
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PointLight light = pLightEnv.pointLights[i];
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float3 lightClip = light.getClipPosition();
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//TODO: why doesn't this check go through?
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if(light.insideFrustum(groupFrustum, lightClip, nearClip, maxDepth))
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{
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tAppendLight(i);
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@@ -12,15 +12,12 @@ struct ViewParameter
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layout(set = 0)
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ParameterBlock<ViewParameter> pViewParams;
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// Convert screen space coordinates to view space.
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float4 screenToClip( float4 screen )
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float3 screenToClip(float3 screen)
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{
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// Convert to normalized texture coordinates
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float2 texCoord = screen.xy / pViewParams.screenDimensions;
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// Convert to clip space
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return float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
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return float3( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z);
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}
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struct Plane
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@@ -30,7 +30,7 @@ struct PointLight : ILightEnv
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float3 lightDir_TS = mul(params.tbn, lightDir_WS);
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float d = length(lightDir_TS);
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
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return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), colorRange.xyz);
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}
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float3 getClipPosition()
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{
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