| struct LightData { |
| position : vec4<f32>, |
| color : vec3<f32>, |
| radius : f32, |
| } |
| |
| struct LightsBuffer { |
| lights : array<LightData>, |
| } |
| |
| @group(0) @binding(0) var<storage, read_write> lightsBuffer : LightsBuffer; |
| |
| struct TileLightIdData { |
| count : atomic<u32>, |
| lightId : array<u32, 64>, |
| } |
| |
| struct Tiles { |
| data : array<TileLightIdData, 4>, |
| } |
| |
| @group(1) @binding(0) var<storage, read_write> tileLightId : Tiles; |
| |
| struct Config { |
| numLights : u32, |
| numTiles : u32, |
| tileCountX : u32, |
| tileCountY : u32, |
| numTileLightSlot : u32, |
| tileSize : u32, |
| } |
| |
| @group(2) @binding(0) var<uniform> config : Config; |
| |
| struct Uniforms { |
| min : vec4<f32>, |
| max : vec4<f32>, |
| viewMatrix : mat4x4<f32>, |
| projectionMatrix : mat4x4<f32>, |
| fullScreenSize : vec4<f32>, |
| } |
| |
| @group(3) @binding(0) var<uniform> uniforms : Uniforms; |
| |
| @compute @workgroup_size(64, 1, 1) |
| fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) { |
| var index = GlobalInvocationID.x; |
| if ((index >= config.numLights)) { |
| return; |
| } |
| lightsBuffer.lights[index].position.y = ((lightsBuffer.lights[index].position.y - 0.1) + (0.001 * (f32(index) - (64.0 * floor((f32(index) / 64.0)))))); |
| if ((lightsBuffer.lights[index].position.y < uniforms.min.y)) { |
| lightsBuffer.lights[index].position.y = uniforms.max.y; |
| } |
| var M : mat4x4<f32> = uniforms.projectionMatrix; |
| var viewNear : f32 = (-(M[3][2]) / (-(1.0) + M[2][2])); |
| var viewFar : f32 = (-(M[3][2]) / (1.0 + M[2][2])); |
| var lightPos = lightsBuffer.lights[index].position; |
| lightPos = (uniforms.viewMatrix * lightPos); |
| lightPos = (lightPos / lightPos.w); |
| var lightRadius : f32 = lightsBuffer.lights[index].radius; |
| var boxMin : vec4<f32> = (lightPos - vec4<f32>(vec3<f32>(lightRadius), 0.0)); |
| var boxMax : vec4<f32> = (lightPos + vec4<f32>(vec3<f32>(lightRadius), 0.0)); |
| var frustumPlanes : array<vec4<f32>, 6>; |
| frustumPlanes[4] = vec4<f32>(0.0, 0.0, -(1.0), viewNear); |
| frustumPlanes[5] = vec4<f32>(0.0, 0.0, 1.0, -(viewFar)); |
| let TILE_SIZE : i32 = 16; |
| let TILE_COUNT_X : i32 = 2; |
| let TILE_COUNT_Y : i32 = 2; |
| for(var y : i32 = 0; (y < TILE_COUNT_Y); y = (y + 1)) { |
| for(var x : i32 = 0; (x < TILE_COUNT_X); x = (x + 1)) { |
| var tilePixel0Idx : vec2<i32> = vec2<i32>((x * TILE_SIZE), (y * TILE_SIZE)); |
| var floorCoord : vec2<f32> = (((2.0 * vec2<f32>(tilePixel0Idx)) / uniforms.fullScreenSize.xy) - vec2<f32>(1.0)); |
| var ceilCoord : vec2<f32> = (((2.0 * vec2<f32>((tilePixel0Idx + vec2<i32>(TILE_SIZE)))) / uniforms.fullScreenSize.xy) - vec2<f32>(1.0)); |
| var viewFloorCoord : vec2<f32> = vec2<f32>((((-(viewNear) * floorCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * floorCoord.y) - (M[2][1] * viewNear)) / M[1][1])); |
| var viewCeilCoord : vec2<f32> = vec2<f32>((((-(viewNear) * ceilCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * ceilCoord.y) - (M[2][1] * viewNear)) / M[1][1])); |
| frustumPlanes[0] = vec4<f32>(1.0, 0.0, (-(viewFloorCoord.x) / viewNear), 0.0); |
| frustumPlanes[1] = vec4<f32>(-(1.0), 0.0, (viewCeilCoord.x / viewNear), 0.0); |
| frustumPlanes[2] = vec4<f32>(0.0, 1.0, (-(viewFloorCoord.y) / viewNear), 0.0); |
| frustumPlanes[3] = vec4<f32>(0.0, -(1.0), (viewCeilCoord.y / viewNear), 0.0); |
| var dp : f32 = 0.0; |
| for(var i : u32 = 0u; (i < 6u); i = (i + 1u)) { |
| var p : vec4<f32>; |
| if ((frustumPlanes[i].x > 0.0)) { |
| p.x = boxMax.x; |
| } else { |
| p.x = boxMin.x; |
| } |
| if ((frustumPlanes[i].y > 0.0)) { |
| p.y = boxMax.y; |
| } else { |
| p.y = boxMin.y; |
| } |
| if ((frustumPlanes[i].z > 0.0)) { |
| p.z = boxMax.z; |
| } else { |
| p.z = boxMin.z; |
| } |
| p.w = 1.0; |
| dp = (dp + min(0.0, dot(p, frustumPlanes[i]))); |
| } |
| if ((dp >= 0.0)) { |
| var tileId : u32 = u32((x + (y * TILE_COUNT_X))); |
| if (((tileId < 0u) || (tileId >= config.numTiles))) { |
| continue; |
| } |
| var offset : u32 = atomicAdd(&(tileLightId.data[tileId].count), 1u); |
| if ((offset >= config.numTileLightSlot)) { |
| continue; |
| } |
| tileLightId.data[tileId].lightId[offset] = GlobalInvocationID.x; |
| } |
| } |
| } |
| } |