Light Culling still doesn't work properly

This commit is contained in:
Dynamitos
2022-02-24 22:38:26 +01:00
parent 5268bb68e2
commit 84049a762c
44 changed files with 163 additions and 151 deletions
+18 -8
View File
@@ -23,19 +23,26 @@ layout(set = INDEX_VIEW_PARAMS, binding = 3)
StructuredBuffer<Frustum> frustums;
layout(set = INDEX_VIEW_PARAMS, binding = 4)
RWStructuredBuffer<uint> oLightIndexCounter;
globallycoherent RWStructuredBuffer<uint> oLightIndexCounter;
layout(set = INDEX_VIEW_PARAMS, binding = 5)
RWStructuredBuffer<uint> tLightIndexCounter;
globallycoherent RWStructuredBuffer<uint> tLightIndexCounter;
layout(set = INDEX_VIEW_PARAMS, binding = 6)
RWStructuredBuffer<uint> oLightIndexList;
layout(set = INDEX_VIEW_PARAMS, binding = 7)
RWStructuredBuffer<uint> tLightIndexList;
layout(set = INDEX_VIEW_PARAMS, binding = 8)
RWTexture2D<uint2> oLightGrid;
layout(set = INDEX_VIEW_PARAMS, binding = 9)
RWTexture2D<uint2> tLightGrid;
// Debug
//layout(set = INDEX_VIEW_PARAMS, binding = 10)
//Texture2D lightCountHeatMap;
//layout(set = INDEX_VIEW_PARAMS, binding = 11)
//RWTexture2D<float4> debugTexture;
groupshared uint uMinDepth;
groupshared uint uMaxDepth;
@@ -74,8 +81,8 @@ void tAppendLight(uint lightIndex)
[shader("compute")]
void cullLights(ComputeShaderInput in)
{
int3 texCoord = int3(in.dispatchThreadID.xy, 0);
float fDepth = depthTextureVS.Load(texCoord).r;
int2 texCoord = in.dispatchThreadID.xy;
float fDepth = depthTextureVS.Load(int3(texCoord, 0)).r;
uint uDepth = asuint(fDepth);
if(in.groupIndex == 0)
@@ -88,6 +95,7 @@ void cullLights(ComputeShaderInput in)
}
GroupMemoryBarrierWithGroupSync();
InterlockedMin(uMinDepth, uDepth);
InterlockedMax(uMaxDepth, uDepth);
@@ -120,22 +128,24 @@ void cullLights(ComputeShaderInput in)
if(in.groupIndex == 0)
{
InterlockedAdd(oLightIndexCounter[0], (uint)oLightCount, oLightIndexStartOffset);
InterlockedAdd(oLightIndexCounter[0], oLightCount, oLightIndexStartOffset);
oLightGrid[in.groupID.xy] = uint2(oLightIndexStartOffset, oLightCount);
InterlockedAdd(tLightIndexCounter[0], (uint)tLightCount, tLightIndexStartOffset);
InterlockedAdd(tLightIndexCounter[0], tLightCount, tLightIndexStartOffset);
tLightGrid[in.groupID.xy] = uint2(tLightIndexStartOffset, tLightCount);
}
GroupMemoryBarrierWithGroupSync();
for (uint j = in.groupIndex; j < (uint)oLightCount; j += BLOCK_SIZE * BLOCK_SIZE)
for (uint j = in.groupIndex; j < oLightCount; j += BLOCK_SIZE * BLOCK_SIZE)
{
oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
}
// For transparent geometry.
for ( uint k = in.groupIndex; k < (uint)tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
for ( uint k = in.groupIndex; k < tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
{
tLightIndexList[tLightIndexStartOffset + k] = tLightList[k];
}
}
+13 -19
View File
@@ -1,14 +1,14 @@
const static float PI = 3.1415926535897932f;
const static uint MAX_PARTICLES = 65536;
const static uint BLOCK_SIZE = 8;
const static uint BLOCK_SIZE = 32;
struct ViewParameter
{
float4x4 viewMatrix;
float4x4 projectionMatrix;
float4x4 inverseProjection;
float4x4 inverseProjection;
float4 cameraPos_WS;
float2 screenDimensions;
float2 screenDimensions;
}
layout(set = INDEX_VIEW_PARAMS, binding = 0, std430)
ConstantBuffer<ViewParameter> gViewParams;
@@ -31,37 +31,31 @@ float4 screenToView( float4 screen )
float2 texCoord = screen.xy / gViewParams.screenDimensions;
// Convert to clip space
float4 clip = float4( float2( texCoord.x, -texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
return clipToView( clip );
}
struct Plane
{
float3 n;
float d;
float3 p0;
float3 p1;
float3 p2;
float3 n;
float d;
};
struct Frustum
{
Plane planes[4];
Plane planes[4];
};
Plane computePlane(float3 p0, float3 p1, float3 p2)
{
Plane plane;
Plane plane;
float3 v0 = p2 - p0;
float3 v2 = p1 - p0;
float3 v0 = p1 - p0;
float3 v2 = p2 - p0;
plane.n = normalize(cross(v0, v2));
plane.n = normalize(cross(v0, v2));
plane.d = dot(plane.n, p0);
plane.p0 = p0;
plane.p1 = p1;
plane.p2 = p2;
plane.d = dot(plane.n, p0);
return plane;
return plane;
}
+6 -3
View File
@@ -22,7 +22,6 @@ struct DirectionalLight : ILightEnv
struct PointLight : ILightEnv
{
float4 positionWS;
float4 positionVS;
float4 colorRange;
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 viewDir)
@@ -36,14 +35,14 @@ struct PointLight : ILightEnv
bool insidePlane(Plane plane)
{
return dot(plane.n, positionVS.xyz) - plane.d < -colorRange.w;
return dot(plane.n, getViewPos().xyz) - plane.d < -colorRange.w;
}
bool insideFrustum(Frustum frustum, float zNear, float zFar)
{
bool result = true;
if(positionVS.z - colorRange.w > zNear || positionVS.z + colorRange.w < zFar)
if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
{
result = false;
}
@@ -56,6 +55,10 @@ struct PointLight : ILightEnv
}
return result;
}
float3 getViewPos()
{
return mul(gViewParams.viewMatrix, positionWS).xyz;
}
};
layout(set = INDEX_LIGHT_ENV, binding = 0, std430)