kuiper-engine/assets/shaders/cull_lights.comp
Adam Macdonald a8d8b9b9ab
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2025-04-16 01:58:29 +01:00

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#version 460 core
const uint LOCAL_SIZE = 128u;
layout(local_size_x = LOCAL_SIZE, local_size_y = 1, local_size_z = 1) in;
struct point_light {
vec4 position;
vec4 colour;
float intensity;
float radius;
};
const uint MAX_NUM_LIGHTS = 100u;
struct cluster {
vec4 min_point;
vec4 max_point;
uint count;
uint light_indices[MAX_NUM_LIGHTS];
};
layout(std430, binding = 1) restrict buffer cluster_buf {
cluster clusters[];
};
layout(std430, binding = 2) restrict buffer lights_buf {
point_light point_lights[];
};
uniform mat4 view_mat;
bool test_sphere_aabb(uint i, cluster c);
// each invocation of main() is a thread processing a cluster
void main() {
uint n_lights = point_lights.length();
uint cluster_idx = gl_WorkGroupID.x * LOCAL_SIZE + gl_LocalInvocationID.x;
cluster c = clusters[cluster_idx];
// we need to reset count because culling runs every frame.
// otherwise it would accumulate.
c.count = 0;
for (uint i = 0; i < n_lights; ++i) {
if (test_sphere_aabb(i, c) && c.count < 100) {
c.light_indices[c.count] = i;
c.count++;
}
}
clusters[cluster_idx] = c;
}
bool sphere_aabb_intersection(vec3 center, float radius, vec3 aabb_min, vec3 aabb_max) {
// closest point on the AABB to the sphere center
vec3 closest_point = clamp(center, aabb_min, aabb_max);
// squared distance between the sphere center and closest point
float distance_squared = dot(closest_point - center, closest_point - center);
return distance_squared <= radius * radius;
}
// this just unpacks data for sphere_aabb_intersection
bool test_sphere_aabb(uint i, cluster c) {
vec3 center = vec3(view_mat * point_lights[i].position);
float radius = point_lights[i].radius;
vec3 aabb_min = c.min_point.xyz;
vec3 aabb_max = c.max_point.xyz;
return sphere_aabb_intersection(center, radius, aabb_min, aabb_max);
}