#version 450 #pragma shader_stage(compute) //#extension GL_EXT_nonuniform_qualifier : enable layout (constant_id = 0) const uint PASSES = 6; layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in; #define COMPUTE 1 #include "../common/macros.h" #include "../common/structs.h" layout( push_constant ) uniform PushBlock { uint pass; uint passes; } PushConstant; layout (binding = 0) uniform Camera { Viewport viewport[PASSES]; } camera; layout (std140, binding = 1) buffer DrawCommands { DrawCommand drawCommands[]; }; layout (std140, binding = 2) buffer Instances { Instance instances[]; }; struct Frustum { vec4 planes[6]; }; vec4 normalizePlane( vec4 p ) { return p / length(p.xyz); } bool frustumCull( uint id ) { if ( PushConstant.passes == 0 ) return true; const DrawCommand drawCommand = drawCommands[id]; const Instance instance = instances[drawCommand.instanceID]; bool visible = false; for ( uint pass = 0; pass < PushConstant.passes; ++pass ) { // return if our camera position is inside the AABB // vec3 camPos = vec3( inverse(camera.viewport[pass].view)[3] ); // if ( instance.bounds.min.x <= camPos.x && camPos.x <= instance.bounds.max.x && instance.bounds.min.y <= camPos.y && camPos.y <= instance.bounds.max.y && instance.bounds.min.z <= camPos.z && camPos.z <= instance.bounds.max.z ) return true; // sphere based one, source of this block uses reverse infinite Z, but would be nice if it used AABB // doesn't work #if 0 vec3 min = vec3(camera.viewport[pass].view * instance.model * vec4(instance.bounds.min, 1)); vec3 max = vec3(camera.viewport[pass].view * instance.model * vec4(instance.bounds.max, 1)); vec3 center = (max + min) * 0.5; vec3 extent = (max - min) * 0.5; float radius = length(extent); mat4 projectionT = transpose(camera.viewport[pass].projection); vec4 frustumX = normalizePlane(projectionT[3] + projectionT[0]); // x + w < 0 vec4 frustumY = normalizePlane(projectionT[3] + projectionT[1]); // y + w < 0 vec4 frustum = vec4( frustumX.x, frustumX.z, frustumY.y, frustumY.z ); visible = visible && center.z * frustum[1] - abs(center.x) * frustum[0] > -radius; visible = visible && center.z * frustum[3] - abs(center.y) * frustum[2] > -radius; // optimized version of the below blocks // doesn't work #elif 0 mat4 mat = camera.viewport[pass].projection * camera.viewport[pass].view * instance.model; vec3 min = vec3(mat * vec4(instance.bounds.min, 1)); vec3 max = vec3(mat * vec4(instance.bounds.max, 1)); vec3 center = (max + min) * 0.5; vec3 extent = (max - min) * 0.5; vec4 planes[6]; { for (int i = 0; i < 3; ++i) for (int j = 0; j < 2; ++j) { planes[i*2+j].x = mat[0][3] + (j == 0 ? mat[0][i] : -mat[0][i]); planes[i*2+j].y = mat[1][3] + (j == 0 ? mat[1][i] : -mat[1][i]); planes[i*2+j].z = mat[2][3] + (j == 0 ? mat[2][i] : -mat[2][i]); planes[i*2+j].w = mat[3][3] + (j == 0 ? mat[3][i] : -mat[3][i]); planes[i*2+j] = normalizePlane( planes[i*2+j] ); } } for ( uint p = 0; p < 6; ++p ) { if ( dot(center + extent * sign(planes[p].xyz), planes[p].xyz ) > -planes[p].w ) return true; } // transforms each corner into clip space // an AABB is not visible if a plane has all 8 corners outside of it // doesn't work #elif 0 mat4 mat = camera.viewport[pass].projection * camera.viewport[pass].view * instance.model; vec4 corners[8] = { vec4( instance.bounds.min.x, instance.bounds.min.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.min.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.max.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.min.x, instance.bounds.max.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.min.x, instance.bounds.min.y, instance.bounds.max.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.min.y, instance.bounds.max.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.max.y, instance.bounds.max.z, 1.0 ), vec4( instance.bounds.min.x, instance.bounds.max.y, instance.bounds.max.z, 1.0 ), }; for ( uint p = 0; p < 8; ++p ) { vec4 t = mat * corners[p]; if ( -t.w <= t.x && t.x <= t.w && -t.w <= t.y && t.y <= t.w && -t.w <= t.z && t.z <= t.w ) return true; } // "optimized" version of the next block, compares bounds to each plane // an AABB is not visible if a plane has all 8 corners outside of it #elif 1 mat4 mat = camera.viewport[pass].projection * camera.viewport[pass].view * instance.model; vec4 planes[6]; { for (int i = 0; i < 3; ++i) for (int j = 0; j < 2; ++j) { planes[i*2+j].x = mat[0][3] + (j == 0 ? mat[0][i] : -mat[0][i]); planes[i*2+j].y = mat[1][3] + (j == 0 ? mat[1][i] : -mat[1][i]); planes[i*2+j].z = mat[2][3] + (j == 0 ? mat[2][i] : -mat[2][i]); planes[i*2+j].w = mat[3][3] + (j == 0 ? mat[3][i] : -mat[3][i]); planes[i*2+j] = normalizePlane( planes[i*2+j] ); } } for ( uint p = 0; p < 6; ++p ) { float d = max(instance.bounds.min.x * planes[p].x, instance.bounds.max.x * planes[p].x) + max(instance.bounds.min.y * planes[p].y, instance.bounds.max.y * planes[p].y) + max(instance.bounds.min.z * planes[p].z, instance.bounds.max.z * planes[p].z); if ( d > -planes[p].w ) return true; } #else mat4 mat = camera.viewport[pass].projection * camera.viewport[pass].view * instance.model; vec4 corners[8] = { vec4( instance.bounds.min.x, instance.bounds.min.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.min.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.max.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.min.x, instance.bounds.max.y, instance.bounds.min.z, 1.0 ), vec4( instance.bounds.min.x, instance.bounds.min.y, instance.bounds.max.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.min.y, instance.bounds.max.z, 1.0 ), vec4( instance.bounds.max.x, instance.bounds.max.y, instance.bounds.max.z, 1.0 ), vec4( instance.bounds.min.x, instance.bounds.max.y, instance.bounds.max.z, 1.0 ), }; vec4 planes[6]; { for (int i = 0; i < 3; ++i) for (int j = 0; j < 2; ++j) { planes[i*2+j].x = mat[0][3] + (j == 0 ? mat[0][i] : -mat[0][i]); planes[i*2+j].y = mat[1][3] + (j == 0 ? mat[1][i] : -mat[1][i]); planes[i*2+j].z = mat[2][3] + (j == 0 ? mat[2][i] : -mat[2][i]); planes[i*2+j].w = mat[3][3] + (j == 0 ? mat[3][i] : -mat[3][i]); planes[i*2+j] = normalizePlane( planes[i*2+j] ); } } for ( uint p = 0; p < 8; ++p ) corners[p] = mat * corners[p]; for ( uint p = 0; p < 6; ++p ) { for ( uint q = 0; q < 8; ++q ) { if ( dot( corners[q], planes[p] ) > 0 ) return true; } return false; } #endif } return visible; } void main() { const uint gID = gl_GlobalInvocationID.x; if ( !(0 <= gID && gID < drawCommands.length()) ) return; drawCommands[gID].instances = frustumCull( gID ) ? 1 : 0; } /* Frustum frustum; for (int i = 0; i < 3; ++i) for (int j = 0; j < 2; ++j) { frustum.planes[i*2+j].x = mat[0][3] + (j == 0 ? mat[0][i] : -mat[0][i]); frustum.planes[i*2+j].y = mat[1][3] + (j == 0 ? mat[1][i] : -mat[1][i]); frustum.planes[i*2+j].z = mat[2][3] + (j == 0 ? mat[2][i] : -mat[2][i]); frustum.planes[i*2+j].w = mat[3][3] + (j == 0 ? mat[3][i] : -mat[3][i]); frustum.planes[i*2+j]*= length(frustum.planes[i*2+j].xyz); } for ( uint i = 0; i < 6; ++i ) { vec4 plane = frustum.planes[i]; float d = dot(instance.bounds.center, plane.xyz); float r = dot(instance.bounds.extent, abs(plane.xyz)); bool inside = d + r > -plane.w; if ( !inside ) return 0; } return true; */ /* vec4 plane; vec4 center = vec4( (max + min) * 0.5, 1 ); vec4 extent = vec4( (max - min) * 0.5, 1 ); center = mat * center; extent = mat * extent; center.xyz /= center.w; extent.xyz /= extent.w; for (int i = 0; i < 4; ++i ) plane[i] = mat[i][3] + mat[i][0]; // left visible = dot(center.xyz + extent.xyz * sign(plane.xyz), plane.xyz ) > -plane.w; if ( visible ) return true; for (int i = 0; i < 4; ++i ) plane[i] = mat[i][3] - mat[i][0]; // right visible = dot(center.xyz + extent.xyz * sign(plane.xyz), plane.xyz ) > -plane.w; if ( visible ) return true; for (int i = 0; i < 4; ++i ) plane[i] = mat[i][3] + mat[i][1]; // bottom visible = dot(center.xyz + extent.xyz * sign(plane.xyz), plane.xyz ) > -plane.w; if ( visible ) return true; for (int i = 0; i < 4; ++i ) plane[i] = mat[i][3] - mat[i][1]; // top visible = dot(center.xyz + extent.xyz * sign(plane.xyz), plane.xyz ) > -plane.w; if ( visible ) return true; for (int i = 0; i < 4; ++i ) plane[i] = mat[i][3] + mat[i][2]; // near visible = dot(center.xyz + extent.xyz * sign(plane.xyz), plane.xyz ) > -plane.w; if ( visible ) return true; for (int i = 0; i < 4; ++i ) plane[i] = mat[i][3] - mat[i][2]; // far visible = dot(center.xyz + extent.xyz * sign(plane.xyz), plane.xyz ) > -plane.w; if ( visible ) return true; */ /* for ( uint p = 0; p < 8; ++p ) { vec4 t = corners[p]; float w = abs(t.w); visible = -w <= t.x && t.x <= w && -w <= t.y && t.y <= w && 0 <= t.z && t.z <= w; // && -w <= t.z && t.z <= w; } */ /* mat4 convert( mat4 proj ) { float f = -proj[1][1]; float raidou = f / proj[0][0]; float zNear = proj[3][2]; float zFar = 32; float range = zNear - zFar; float Sx = f * raidou; float Sy = f; float Sz = (-zNear - zFar) / range; float Pz = 2 * zFar * zNear / range; mat4 new = mat4(1.0); new[0][0] = Sx; new[1][1] = -Sy; new[2][2] = Sz; new[3][2] = Pz; new[2][3] = 1; return new; } */