128 lines
5.2 KiB
WebGPU Shading Language
128 lines
5.2 KiB
WebGPU Shading Language
// Take from here:
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// https://github.com/shrekshao/webgpu-deferred-renderer/blob/4f8bf0910793100aa8d60dbd1319bddb5357b1fa/renderer/LightCulling.js
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// With these token replacements:
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// $NUM_TILE_LIGHT_SLOT = 64
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// $NUM_TILES = 4
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// $TILE_COUNT_Y = 2
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// $TILE_COUNT_X = 2
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// $TILE_SIZE = 16
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struct LightData {
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position : vec4<f32>;
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color : vec3<f32>;
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radius : f32;
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};
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struct LightsBuffer {
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lights: array<LightData>;
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};
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@group(0) @binding(0) var<storage, read_write> lightsBuffer: LightsBuffer;
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struct TileLightIdData {
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count: atomic<u32>;
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lightId: array<u32, 64>;
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};
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struct Tiles {
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data: array<TileLightIdData, 4>;
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};
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@group(1) @binding(0) var<storage, read_write> tileLightId: Tiles;
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struct Config {
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numLights : u32;
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numTiles : u32;
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tileCountX : u32;
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tileCountY : u32;
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numTileLightSlot : u32;
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tileSize : u32;
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};
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@group(2) @binding(0) var<uniform> config: Config;
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struct Uniforms {
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min : vec4<f32>;
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max : vec4<f32>;
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// camera
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viewMatrix : mat4x4<f32>;
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projectionMatrix : mat4x4<f32>;
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// Tile info
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fullScreenSize : vec4<f32>; // width, height
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};
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@group(3) @binding(0) var<uniform> uniforms: Uniforms;
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@stage(compute) @workgroup_size(64, 1, 1)
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fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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var index = GlobalInvocationID.x;
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if (index >= config.numLights) {
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return;
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}
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// Light position updating
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lightsBuffer.lights[index].position.y = lightsBuffer.lights[index].position.y - 0.1 + 0.001 * (f32(index) - 64.0 * floor(f32(index) / 64.0));
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if (lightsBuffer.lights[index].position.y < uniforms.min.y) {
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lightsBuffer.lights[index].position.y = uniforms.max.y;
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}
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// Light culling
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// Implementation here is Tiled without per tile min-max depth
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// You could also implement cluster culling
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// Feel free to add more compute passes if necessary
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// some math reference: http://www.txutxi.com/?p=444
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var M: mat4x4<f32> = uniforms.projectionMatrix;
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var viewNear: f32 = - M[3][2] / ( -1.0 + M[2][2]);
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var viewFar: f32 = - M[3][2] / (1.0 + M[2][2]);
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var lightPos = lightsBuffer.lights[index].position;
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lightPos = uniforms.viewMatrix * lightPos;
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lightPos = lightPos / lightPos.w;
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var lightRadius: f32 = lightsBuffer.lights[index].radius;
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var boxMin: vec4<f32> = lightPos - vec4<f32>(vec3<f32>(lightRadius), 0.0);
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var boxMax: vec4<f32> = lightPos + vec4<f32>(vec3<f32>(lightRadius), 0.0);
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var frustumPlanes: array<vec4<f32>, 6>;
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frustumPlanes[4] = vec4<f32>(0.0, 0.0, -1.0, viewNear); // near
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frustumPlanes[5] = vec4<f32>(0.0, 0.0, 1.0, -viewFar); // far
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let TILE_SIZE: i32 = 16;
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let TILE_COUNT_X: i32 = 2;
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let TILE_COUNT_Y: i32 = 2;
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for (var y : i32 = 0; y < TILE_COUNT_Y; y = y + 1) {
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for (var x : i32 = 0; x < TILE_COUNT_X; x = x + 1) {
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var tilePixel0Idx : vec2<i32> = vec2<i32>(x * TILE_SIZE, y * TILE_SIZE);
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// tile position in NDC space
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var floorCoord: vec2<f32> = 2.0 * vec2<f32>(tilePixel0Idx) / uniforms.fullScreenSize.xy - vec2<f32>(1.0); // -1, 1
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var ceilCoord: vec2<f32> = 2.0 * vec2<f32>(tilePixel0Idx + vec2<i32>(TILE_SIZE)) / uniforms.fullScreenSize.xy - vec2<f32>(1.0); // -1, 1
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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] );
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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] );
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frustumPlanes[0] = vec4<f32>(1.0, 0.0, - viewFloorCoord.x / viewNear, 0.0); // left
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frustumPlanes[1] = vec4<f32>(-1.0, 0.0, viewCeilCoord.x / viewNear, 0.0); // right
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frustumPlanes[2] = vec4<f32>(0.0, 1.0, - viewFloorCoord.y / viewNear, 0.0); // bottom
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frustumPlanes[3] = vec4<f32>(0.0, -1.0, viewCeilCoord.y / viewNear, 0.0); // top
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var dp: f32 = 0.0; // dot product
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for (var i: u32 = 0u; i < 6u; i = i + 1u)
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{
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var p: vec4<f32>;
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if (frustumPlanes[i].x > 0.0) {
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p.x = boxMax.x;
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} else {
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p.x = boxMin.x;
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}
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if (frustumPlanes[i].y > 0.0) {
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p.y = boxMax.y;
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} else {
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p.y = boxMin.y;
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}
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if (frustumPlanes[i].z > 0.0) {
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p.z = boxMax.z;
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} else {
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p.z = boxMin.z;
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}
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p.w = 1.0;
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dp = dp + min(0.0, dot(p, frustumPlanes[i]));
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}
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if (dp >= 0.0) {
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// light is overlapping with the tile
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var tileId: u32 = u32(x + y * TILE_COUNT_X);
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if (tileId < 0u || tileId >= config.numTiles) {
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continue;
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}
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var offset: u32 = atomicAdd(&(tileLightId.data[tileId].count), 1u);
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if (offset >= config.numTileLightSlot) {
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continue;
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}
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tileLightId.data[tileId].lightId[offset] = GlobalInvocationID.x;
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}
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}
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}
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}
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