fixing light culling

This commit is contained in:
Dynamitos
2024-02-23 08:31:21 +01:00
parent 15813ba612
commit a3f5ad2841
8 changed files with 37 additions and 24 deletions
+14 -2
View File
@@ -6,18 +6,30 @@ struct ViewParameter
{
float4x4 viewMatrix;
float4x4 projectionMatrix;
float4x4 inverseProjection;
float4 cameraPos_WS;
float2 screenDimensions;
}
layout(set = 0)
ParameterBlock<ViewParameter> pViewParams;
float3 screenToClip(float3 screen)
float4 clipToView(float4 clip)
{
float4 view = mul(pViewParams.inverseProjection, clip);
view = view / view.w;
return view;
}
float4 screenToView(float4 screen)
{
float2 texCoord = screen.xy / pViewParams.screenDimensions;
// Convert to clip space
return float3( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z);
float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w);
return clipToView(clip);
}
struct Plane
+8 -8
View File
@@ -32,27 +32,27 @@ struct PointLight : ILightEnv
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), colorRange.xyz);
}
float3 getClipPosition()
float3 getViewPosition()
{
float4 position_CS = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, position_WS));
return position_CS.xyz / position_CS.w;
float4 position_VS = mul(pViewParams.viewMatrix, position_WS);
return position_VS.xyz / position_VS.w;
}
bool insidePlane(Plane plane, float3 position_CS)
bool insidePlane(Plane plane, float3 position_VS)
{
return dot(plane.n, position_CS) - plane.d < -colorRange.w;
return dot(plane.n, position_VS) - plane.d < -colorRange.w;
}
bool insideFrustum(Frustum frustum, float3 position_CS, float minDepth, float maxDepth)
bool insideFrustum(Frustum frustum, float3 position_VS, float minDepth, float maxDepth)
{
bool result = true;
if(position_CS.z - colorRange.w > minDepth || position_CS.z + colorRange.w < maxDepth)
if(position_VS.z - colorRange.w > minDepth || position_VS.z + colorRange.w < maxDepth)
{
result = false;
}
for(int i = 0; i < 4 && result; ++i)
{
if(insidePlane(frustum.sides[i], position_CS))
if(insidePlane(frustum.sides[i], position_VS))
{
result = false;
}