View Frustum culling for mesh shading
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@@ -18,8 +18,8 @@ ParameterBlock<LightCullingData> pLightCullingData;
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float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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let brdf = pMaterial.prepare(params.getMaterialParameter());
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = pMaterial.prepare(materialParams);
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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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@@ -29,5 +29,5 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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return float4(result, 1.0f);
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return float4(materialParams.vertexColor, 1.0f);
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}
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@@ -29,19 +29,19 @@ void taskMain(
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localToClip = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, instance.transformMatrix));
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// Left
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viewFrustum.sides[0].n = float3(1, 0, 0);
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viewFrustum.sides[0].d = -0.8;
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viewFrustum.sides[0].d = 0.7;
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// Right
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viewFrustum.sides[1].n = float3(-1, 0, 0);
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viewFrustum.sides[1].d = 0.8;
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viewFrustum.sides[1].d = 0.7;
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// Top
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viewFrustum.sides[2].n = float3(0, -1, 0);
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viewFrustum.sides[2].d = 0.8;
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viewFrustum.sides[2].d = 0.7;
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// Bottom
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viewFrustum.sides[1].n = float3(0, 1, 0);
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viewFrustum.sides[1].d = -0.8;
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viewFrustum.sides[3].n = float3(0, 1, 0);
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viewFrustum.sides[3].d = 0.7;
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// Base
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viewFrustum.basePlane.n = float3(0, 0, 1);
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viewFrustum.basePlane.d = 0;
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viewFrustum.basePlane.d = 0.2;
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}
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GroupMemoryBarrierWithGroupSync();
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MeshData mesh = pScene.meshData[groupID];
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@@ -51,7 +51,7 @@ void taskMain(
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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//if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
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if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -119,7 +119,9 @@ void meshMain(
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uint v = min(i, m.vertexCount - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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vertices[v] = pVertexData.getAttributes(md.indicesOffset + vertexIndex).getParameter(inst.transformMatrix);
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VertexAttributes attr = pVertexData.getAttributes(md.indicesOffset + vertexIndex);
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attr.vertexColor = m.color;
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vertices[v] = attr.getParameter(inst.transformMatrix);
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}
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}
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}
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+10
-10
@@ -8,18 +8,18 @@ struct AABB
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float pad1;
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bool insideFrustum(float4x4 transform, Frustum frustum)
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{
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float3 corners[8];
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corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f)).xyz;
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corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f)).xyz;
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corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f)).xyz;
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corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f)).xyz;
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corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f)).xyz;
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corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f)).xyz;
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corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f)).xyz;
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corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f)).xyz;
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float4 corners[8];
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corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f));
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corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f));
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corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f));
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corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f));
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corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f));
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corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f));
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corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f));
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corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f));
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for(int i = 0; i < 8; ++i)
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{
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if(frustum.pointInside(corners[i]))
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if(frustum.pointInside(corners[i].xyz / corners[i].w))
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{
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return true;
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}
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@@ -35,15 +35,13 @@ struct Frustum
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Plane basePlane;
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bool pointInside(float3 point)
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{
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float result = dot(basePlane.n, point) + basePlane.d;
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if (0.0f > result)
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if (dot(basePlane.n, point) + basePlane.d < 0.0f)
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{
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return false;
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}
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for(int p = 0; p < 4; ++p)
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{
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result = dot(sides[p].n, point) + sides[p].d;
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if(0.0f > result)
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if(dot(sides[p].n, point) + sides[p].d < 0.0f)
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{
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return false;
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}
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@@ -7,10 +7,13 @@ struct MeshletDescription
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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uint32_t primitiveOffset;
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float3 color;
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float pad;
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};
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struct MeshData
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{
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AABB boundingBox;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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