34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
import Common;
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import DispatchParams;
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struct ComputeShaderInput
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{
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uint3 groupID : SV_GroupID;
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uint3 groupThreadID : SV_GroupThreadID;
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uint3 dispatchThreadID : SV_DispatchThreadID;
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uint groupIndex : SV_GroupIndex;
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};
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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[shader("compute")]
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void computeFrustums(ComputeShaderInput in)
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{
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float3 origin = float3(0, 0, 0);
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float3 corners[4] = {
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screenToWorld(float4(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f, 1.0f)).xyz,
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screenToWorld(float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f, 1.0f)).xyz,
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screenToWorld(float4(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f, 1.0f)).xyz,
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screenToWorld(float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f, 1.0f)).xyz
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};
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Frustum frustum;
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frustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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frustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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frustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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frustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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if(in.dispatchThreadID.x < pDispatchParams.numThreads.x && in.dispatchThreadID.y < pDispatchParams.numThreads.y)
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{
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uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.numThreads.x);
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pDispatchParams.frustums[index] = frustum;
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}
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}
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