Redo of render paths
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@@ -0,0 +1,59 @@
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import LightEnv;
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import Common;
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struct ComputeShaderInput
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{
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uint3 groupID : SV_GroupID;
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uint3 groupThreadID : SV_GroupThreadID;
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uint3 dispatchThreadID : SV_DispatchThreadID;
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uint groupIndex : SV_GroupIndex;
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};
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layout(set = 0, binding = 0)
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cbuffer DispatchParams
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{
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uint3 numThreadGroups;
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uint pad0;
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uint3 numThreads;
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uint pad1;
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}
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layout(set = 0, binding = 2)
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RWStructuredBuffer<Frustum> out_Frustums;
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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[shader("compute")]
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void computeFrustums(ComputeShaderInput in)
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{
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const float3 eyePos = float3(0,0,0);
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float4 screenSpace[4];
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screenSpace[0] = float4(in.dispatchThreadID.xy * BLOCK_SIZE, 1.0f, 1.0f);
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screenSpace[1] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y) * BLOCK_SIZE, 1.0f, 1.0f);
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screenSpace[2] = float4(float2(in.dispatchThreadID.x, in.dispatchThreadID.y + 1) * BLOCK_SIZE, 1.0f, 1.0f);
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screenSpace[3] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, 1.0f, 1.0f);
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//Convert to viewSpace
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float3 viewSpace[4];
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for(int i = 0; i < 4; i++)
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{
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viewSpace[i] = screenToView(screenSpace[i]).xyz;
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}
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//Compute frustum
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Frustum frustum;
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frustum.planes[0] = computePlane(eyePos, viewSpace[0], viewSpace[2]);
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frustum.planes[1] = computePlane(eyePos, viewSpace[3], viewSpace[1]);
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frustum.planes[2] = computePlane(eyePos, viewSpace[1], viewSpace[0]);
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frustum.planes[3] = computePlane(eyePos, viewSpace[2], viewSpace[3]);
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if(in.dispatchThreadID.x < numThreads.x && in.dispatchThreadID.y < numThreads.y)
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{
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uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * numThreads.x);
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out_Frustums[index] = frustum;
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}
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}
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