View Frustum culling for mesh shading

This commit is contained in:
Dynamitos
2023-12-15 11:57:13 +01:00
parent 462999858f
commit b24635e848
17 changed files with 71 additions and 40 deletions
+10 -10
View File
@@ -8,18 +8,18 @@ struct AABB
float pad1;
bool insideFrustum(float4x4 transform, Frustum frustum)
{
float3 corners[8];
corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f)).xyz;
corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f)).xyz;
corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f)).xyz;
corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f)).xyz;
corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f)).xyz;
corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f)).xyz;
corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f)).xyz;
corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f)).xyz;
float4 corners[8];
corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f));
corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f));
corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f));
corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f));
corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f));
corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f));
corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f));
corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f));
for(int i = 0; i < 8; ++i)
{
if(frustum.pointInside(corners[i]))
if(frustum.pointInside(corners[i].xyz / corners[i].w))
{
return true;
}
+2 -4
View File
@@ -35,15 +35,13 @@ struct Frustum
Plane basePlane;
bool pointInside(float3 point)
{
float result = dot(basePlane.n, point) + basePlane.d;
if (0.0f > result)
if (dot(basePlane.n, point) + basePlane.d < 0.0f)
{
return false;
}
for(int p = 0; p < 4; ++p)
{
result = dot(sides[p].n, point) + sides[p].d;
if(0.0f > result)
if(dot(sides[p].n, point) + sides[p].d < 0.0f)
{
return false;
}
+3
View File
@@ -7,10 +7,13 @@ struct MeshletDescription
uint32_t primitiveCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
float3 color;
float pad;
};
struct MeshData
{
AABB boundingBox;
uint32_t numMeshlets;
uint32_t meshletOffset;
uint32_t firstIndex;