EG/RenderPipelineFile/rpcore/shader/view_frustum_cull.frag.glsl
2025-07-24 11:37:46 +08:00

81 lines
2.7 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
// This shader takes the list of all lights, and evaluates whether they are
// in the camera frustum. This improves the performance of the actual culling
// pass.
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/transforms.inc.glsl"
#pragma include "includes/light_culling.inc.glsl"
#pragma include "includes/light_data.inc.glsl"
#pragma include "includes/light_classification.inc.glsl"
uniform writeonly uimageBuffer FrustumLights;
layout(r32i) uniform iimageBuffer FrustumLightsCount;
uniform samplerBuffer AllLightsData;
uniform int maxLightIndex;
void main() {
const int tile_size = 16;
ivec2 coord = ivec2(gl_FragCoord.xy);
float max_light_dist_sq = LC_MAX_DISTANCE * LC_MAX_DISTANCE;
int start_offset = coord.y * tile_size + coord.x;
// Iterate over all lights
for (int i = start_offset; i < maxLightIndex + 1; i += tile_size * tile_size) {
// Fetch data of current light
LightData light_data = read_light_data(AllLightsData, i);
// XXX: Might first read the type, then skip early
int light_type = get_light_type(light_data);
// Skip Null-Lights
if (light_type < 1) continue;
bool visible = true;
Sphere sphere = get_representative_sphere(light_data);
// XXX: Do actual culling here
if (length_squared(sphere.pos) - square(sphere.radius) > max_light_dist_sq)
visible = false;
if (visible) {
int index = imageAtomicAdd(FrustumLightsCount, 0, 1);
imageStore(FrustumLights, index, uvec4(i));
}
}
}