procedural-3d-engine/data/shaders/glsl/computecullandlod/cull.comp

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#version 450
layout (constant_id = 0) const int MAX_LOD_LEVEL = 5;
struct InstanceData
{
vec3 pos;
float scale;
};
// Binding 0: Instance input data for culling
layout (binding = 0, std140) buffer Instances
{
InstanceData instances[ ];
};
// Same layout as VkDrawIndexedIndirectCommand
struct IndexedIndirectCommand
{
uint indexCount;
uint instanceCount;
uint firstIndex;
uint vertexOffset;
uint firstInstance;
};
// Binding 1: Multi draw output
layout (binding = 1, std430) writeonly buffer IndirectDraws
{
IndexedIndirectCommand indirectDraws[ ];
};
// Binding 2: Uniform block object with matrices
layout (binding = 2) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 cameraPos;
vec4 frustumPlanes[6];
} ubo;
// Binding 3: Indirect draw stats
layout (binding = 3) buffer UBOOut
{
uint drawCount;
uint lodCount[MAX_LOD_LEVEL + 1];
} uboOut;
// Binding 4: level-of-detail information
struct LOD
{
uint firstIndex;
uint indexCount;
float distance;
float _pad0;
};
layout (binding = 4) readonly buffer LODs
{
LOD lods[ ];
};
layout (local_size_x = 16) in;
bool frustumCheck(vec4 pos, float radius)
{
// Check sphere against frustum planes
for (int i = 0; i < 6; i++)
{
if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
{
return false;
}
}
return true;
}
void main()
{
uint idx = gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * gl_NumWorkGroups.x * gl_WorkGroupSize.x;
vec4 pos = vec4(instances[idx].pos.xyz, 1.0);
// Check if object is within current viewing frustum
if (frustumCheck(pos, 1.0))
{
indirectDraws[idx].instanceCount = 1;
// Increase number of indirect draw counts
atomicAdd(uboOut.drawCount, 1);
// Select appropriate LOD level based on distance to camera
uint lodLevel = MAX_LOD_LEVEL;
for (uint i = 0; i < MAX_LOD_LEVEL; i++)
{
if (distance(instances[idx].pos.xyz, ubo.cameraPos.xyz) < lods[i].distance)
{
lodLevel = i;
break;
}
}
indirectDraws[idx].firstIndex = lods[lodLevel].firstIndex;
indirectDraws[idx].indexCount = lods[lodLevel].indexCount;
// Update stats
atomicAdd(uboOut.lodCount[lodLevel], 1);
}
else
{
indirectDraws[idx].instanceCount = 0;
}
}