View Frustum culling for mesh shading
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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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