/* Copyright (c) 2011, Intel Corporation All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Intel Corporation nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "deferred.h" #include "kernels_ispc.h" #include #include #include #include #ifdef _MSC_VER #define ISPC_IS_WINDOWS #elif defined(__linux__) #define ISPC_IS_LINUX #elif defined(__APPLE__) #define ISPC_IS_APPLE #endif #ifdef ISPC_IS_LINUX #include #endif // ISPC_IS_LINUX // Currently tile widths must be a multiple of SIMD width (i.e. 8 for ispc sse4x2)! #define MIN_TILE_WIDTH 16 #define MIN_TILE_HEIGHT 16 #define DYNAMIC_TREE_LEVELS 5 // If this is set to 1 then the result will be identical to the static version #define DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE 1 static void * lAlignedMalloc(size_t size, int32_t alignment) { #ifdef ISPC_IS_WINDOWS return _aligned_malloc(size, alignment); #endif #ifdef ISPC_IS_LINUX return memalign(alignment, size); #endif #ifdef ISPC_IS_APPLE void *mem = malloc(size + (alignment-1) + sizeof(void*)); char *amem = ((char*)mem) + sizeof(void*); amem = amem + uint32_t(alignment - (reinterpret_cast(amem) & (alignment - 1))); ((void**)amem)[-1] = mem; return amem; #endif } static void lAlignedFree(void *ptr) { #ifdef ISPC_IS_WINDOWS _aligned_free(ptr); #endif #ifdef ISPC_IS_LINUX free(ptr); #endif #ifdef ISPC_IS_APPLE free(((void**)ptr)[-1]); #endif } static void ComputeZBounds(int tileStartX, int tileEndX, int tileStartY, int tileEndY, // G-buffer data float zBuffer[], int gBufferWidth, // Camera data float cameraProj_33, float cameraProj_43, float cameraNear, float cameraFar, // Output float *minZ, float *maxZ) { // Find Z bounds float laneMinZ = cameraFar; float laneMaxZ = cameraNear; for (int y = tileStartY; y < tileEndY; ++y) { for (int x = tileStartX; x < tileEndX; ++x) { // Unproject depth buffer Z value into view space float z = zBuffer[(y * gBufferWidth + x)]; float viewSpaceZ = cameraProj_43 / (z - cameraProj_33); // Work out Z bounds for our samples // Avoid considering skybox/background or otherwise invalid pixels if ((viewSpaceZ < cameraFar) && (viewSpaceZ >= cameraNear)) { laneMinZ = std::min(laneMinZ, viewSpaceZ); laneMaxZ = std::max(laneMaxZ, viewSpaceZ); } } } *minZ = laneMinZ; *maxZ = laneMaxZ; } static void ComputeZBoundsRow(int tileY, int tileWidth, int tileHeight, int numTilesX, int numTilesY, // G-buffer data float zBuffer[], int gBufferWidth, // Camera data float cameraProj_33, float cameraProj_43, float cameraNear, float cameraFar, // Output float minZArray[], float maxZArray[]) { for (int tileX = 0; tileX < numTilesX; ++tileX) { float minZ, maxZ; ComputeZBounds(tileX * tileWidth, tileX * tileWidth + tileWidth, tileY * tileHeight, tileY * tileHeight + tileHeight, zBuffer, gBufferWidth, cameraProj_33, cameraProj_43, cameraNear, cameraFar, &minZ, &maxZ); minZArray[tileX] = minZ; maxZArray[tileX] = maxZ; } } class MinMaxZTree { public: // Currently (min) tile dimensions must divide gBuffer dimensions evenly // Levels must be small enough that neither dimension goes below one tile MinMaxZTree( int tileWidth, int tileHeight, int levels, int gBufferWidth, int gBufferHeight) : mTileWidth(tileWidth), mTileHeight(tileHeight), mLevels(levels) { mNumTilesX = gBufferWidth / mTileWidth; mNumTilesY = gBufferHeight / mTileHeight; // Allocate arrays mMinZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16); mMaxZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16); for (int i = 0; i < mLevels; ++i) { int x = NumTilesX(i); int y = NumTilesY(i); assert(x > 0); assert(y > 0); // NOTE: If the following two asserts fire it probably means that // the base tile dimensions do not evenly divide the G-buffer dimensions assert(x * (mTileWidth << i) >= gBufferWidth); assert(y * (mTileHeight << i) >= gBufferHeight); mMinZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16); mMaxZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16); } } void Update(float *zBuffer, int gBufferPitchInElements, float cameraProj_33, float cameraProj_43, float cameraNear, float cameraFar) { for (int tileY = 0; tileY < mNumTilesY; ++tileY) { ComputeZBoundsRow(tileY, mTileWidth, mTileHeight, mNumTilesX, mNumTilesY, zBuffer, gBufferPitchInElements, cameraProj_33, cameraProj_43, cameraNear, cameraFar, mMinZArrays[0] + (tileY * mNumTilesX), mMaxZArrays[0] + (tileY * mNumTilesX)); } // Generate other levels for (int level = 1; level < mLevels; ++level) { int destTilesX = NumTilesX(level); int destTilesY = NumTilesY(level); int srcLevel = level - 1; int srcTilesX = NumTilesX(srcLevel); int srcTilesY = NumTilesY(srcLevel); for (int y = 0; y < destTilesY; ++y) { for (int x = 0; x < destTilesX; ++x) { int srcX = x << 1; int srcY = y << 1; // NOTE: Ugly branches to deal with non-multiple dimensions at some levels // TODO: SSE branchless min/max is probably better... float minZ = mMinZArrays[srcLevel][(srcY) * srcTilesX + (srcX)]; float maxZ = mMaxZArrays[srcLevel][(srcY) * srcTilesX + (srcX)]; if (srcX + 1 < srcTilesX) { minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY) * srcTilesX + (srcX + 1)]); maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY) * srcTilesX + (srcX + 1)]); if (srcY + 1 < srcTilesY) { minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX + 1)]); maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX + 1)]); } } if (srcY + 1 < srcTilesY) { minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX )]); maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX )]); } mMinZArrays[level][y * destTilesX + x] = minZ; mMaxZArrays[level][y * destTilesX + x] = maxZ; } } } } ~MinMaxZTree() { for (int i = 0; i < mLevels; ++i) { lAlignedFree(mMinZArrays[i]); lAlignedFree(mMaxZArrays[i]); } lAlignedFree(mMinZArrays); lAlignedFree(mMaxZArrays); } int Levels() const { return mLevels; } // These round UP, so beware that the last tile for a given level may not be completely full // TODO: Verify this... int NumTilesX(int level = 0) const { return (mNumTilesX + (1 << level) - 1) >> level; } int NumTilesY(int level = 0) const { return (mNumTilesY + (1 << level) - 1) >> level; } int TileWidth(int level = 0) const { return (mTileWidth << level); } int TileHeight(int level = 0) const { return (mTileHeight << level); } float MinZ(int level, int tileX, int tileY) const { return mMinZArrays[level][tileY * NumTilesX(level) + tileX]; } float MaxZ(int level, int tileX, int tileY) const { return mMaxZArrays[level][tileY * NumTilesX(level) + tileX]; } private: int mTileWidth; int mTileHeight; int mLevels; int mNumTilesX; int mNumTilesY; // One array for each "level" in the tree float **mMinZArrays; float **mMaxZArrays; }; static MinMaxZTree *gMinMaxZTree = 0; void InitDynamicC(InputData *input) { gMinMaxZTree = new MinMaxZTree(MIN_TILE_WIDTH, MIN_TILE_HEIGHT, DYNAMIC_TREE_LEVELS, input->header.framebufferWidth, input->header.framebufferHeight); } /* We're going to split a tile into 4 sub-tiles. This function reclassifies the tile's lights with respect to the sub-tiles. */ static void SplitTileMinMax( int tileMidX, int tileMidY, // Subtile data (00, 10, 01, 11) float subtileMinZ[], float subtileMaxZ[], // G-buffer data int gBufferWidth, int gBufferHeight, // Camera data float cameraProj_11, float cameraProj_22, // Light Data int lightIndices[], int numLights, float light_positionView_x_array[], float light_positionView_y_array[], float light_positionView_z_array[], float light_attenuationEnd_array[], // Outputs int subtileIndices[], int subtileIndicesPitch, int subtileNumLights[] ) { float gBufferScale_x = 0.5f * (float)gBufferWidth; float gBufferScale_y = 0.5f * (float)gBufferHeight; float frustumPlanes_xy[2] = { -(cameraProj_11 * gBufferScale_x), (cameraProj_22 * gBufferScale_y) }; float frustumPlanes_z[2] = { tileMidX - gBufferScale_x, tileMidY - gBufferScale_y }; for (int i = 0; i < 2; ++i) { // Normalize float norm = 1.f / sqrtf(frustumPlanes_xy[i] * frustumPlanes_xy[i] + frustumPlanes_z[i] * frustumPlanes_z[i]); frustumPlanes_xy[i] *= norm; frustumPlanes_z[i] *= norm; } // Initialize int subtileLightOffset[4]; subtileLightOffset[0] = 0 * subtileIndicesPitch; subtileLightOffset[1] = 1 * subtileIndicesPitch; subtileLightOffset[2] = 2 * subtileIndicesPitch; subtileLightOffset[3] = 3 * subtileIndicesPitch; for (int i = 0; i < numLights; ++i) { int lightIndex = lightIndices[i]; float light_positionView_x = light_positionView_x_array[lightIndex]; float light_positionView_y = light_positionView_y_array[lightIndex]; float light_positionView_z = light_positionView_z_array[lightIndex]; float light_attenuationEnd = light_attenuationEnd_array[lightIndex]; float light_attenuationEndNeg = -light_attenuationEnd; // Test lights again against subtile z bounds bool inFrustum[4]; inFrustum[0] = (light_positionView_z - subtileMinZ[0] >= light_attenuationEndNeg) && (subtileMaxZ[0] - light_positionView_z >= light_attenuationEndNeg); inFrustum[1] = (light_positionView_z - subtileMinZ[1] >= light_attenuationEndNeg) && (subtileMaxZ[1] - light_positionView_z >= light_attenuationEndNeg); inFrustum[2] = (light_positionView_z - subtileMinZ[2] >= light_attenuationEndNeg) && (subtileMaxZ[2] - light_positionView_z >= light_attenuationEndNeg); inFrustum[3] = (light_positionView_z - subtileMinZ[3] >= light_attenuationEndNeg) && (subtileMaxZ[3] - light_positionView_z >= light_attenuationEndNeg); float dx = light_positionView_z * frustumPlanes_z[0] + light_positionView_x * frustumPlanes_xy[0]; float dy = light_positionView_z * frustumPlanes_z[1] + light_positionView_y * frustumPlanes_xy[1]; if (fabsf(dx) > light_attenuationEnd) { bool positiveX = dx > 0.0f; inFrustum[0] = inFrustum[0] && positiveX; // 00 subtile inFrustum[1] = inFrustum[1] && !positiveX; // 10 subtile inFrustum[2] = inFrustum[2] && positiveX; // 01 subtile inFrustum[3] = inFrustum[3] && !positiveX; // 11 subtile } if (fabsf(dy) > light_attenuationEnd) { bool positiveY = dy > 0.0f; inFrustum[0] = inFrustum[0] && positiveY; // 00 subtile inFrustum[1] = inFrustum[1] && positiveY; // 10 subtile inFrustum[2] = inFrustum[2] && !positiveY; // 01 subtile inFrustum[3] = inFrustum[3] && !positiveY; // 11 subtile } if (inFrustum[0]) subtileIndices[subtileLightOffset[0]++] = lightIndex; if (inFrustum[1]) subtileIndices[subtileLightOffset[1]++] = lightIndex; if (inFrustum[2]) subtileIndices[subtileLightOffset[2]++] = lightIndex; if (inFrustum[3]) subtileIndices[subtileLightOffset[3]++] = lightIndex; } subtileNumLights[0] = subtileLightOffset[0] - 0 * subtileIndicesPitch; subtileNumLights[1] = subtileLightOffset[1] - 1 * subtileIndicesPitch; subtileNumLights[2] = subtileLightOffset[2] - 2 * subtileIndicesPitch; subtileNumLights[3] = subtileLightOffset[3] - 3 * subtileIndicesPitch; } static inline float dot3(float x, float y, float z, float a, float b, float c) { return (x*a + y*b + z*c); } static inline void normalize3(float x, float y, float z, float &ox, float &oy, float &oz) { float n = 1.f / sqrtf(x*x + y*y + z*z); ox = x * n; oy = y * n; oz = z * n; } static inline float Unorm8ToFloat32(uint8_t u) { return (float)u * (1.0f / 255.0f); } static inline uint8_t Float32ToUnorm8(float f) { return (uint8_t)(f * 255.0f); } static inline float half_to_float_fast(uint16_t h) { uint32_t hs = h & (int32_t)0x8000u; // Pick off sign bit uint32_t he = h & (int32_t)0x7C00u; // Pick off exponent bits uint32_t hm = h & (int32_t)0x03FFu; // Pick off mantissa bits // sign uint32_t xs = ((uint32_t) hs) << 16; // Exponent: unbias the halfp, then bias the single int32_t xes = ((int32_t) (he >> 10)) - 15 + 127; // Exponent uint32_t xe = (uint32_t) (xes << 23); // Mantissa uint32_t xm = ((uint32_t) hm) << 13; uint32_t bits = (xs | xe | xm); float *fp = reinterpret_cast(&bits); return *fp; } static void ShadeTileC( int32_t tileStartX, int32_t tileEndX, int32_t tileStartY, int32_t tileEndY, int32_t gBufferWidth, int32_t gBufferHeight, const ispc::InputDataArrays &inputData, // Camera data float cameraProj_11, float cameraProj_22, float cameraProj_33, float cameraProj_43, // Light list int32_t tileLightIndices[], int32_t tileNumLights, // UI bool visualizeLightCount, // Output uint8_t framebuffer_r[], uint8_t framebuffer_g[], uint8_t framebuffer_b[] ) { if (tileNumLights == 0 || visualizeLightCount) { uint8_t c = (uint8_t)(std::min(tileNumLights << 2, 255)); for (int32_t y = tileStartY; y < tileEndY; ++y) { for (int32_t x = tileStartX; x < tileEndX; ++x) { int32_t framebufferIndex = (y * gBufferWidth + x); framebuffer_r[framebufferIndex] = c; framebuffer_g[framebufferIndex] = c; framebuffer_b[framebufferIndex] = c; } } } else { float twoOverGBufferWidth = 2.0f / gBufferWidth; float twoOverGBufferHeight = 2.0f / gBufferHeight; for (int32_t y = tileStartY; y < tileEndY; ++y) { float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f); for (int32_t x = tileStartX; x < tileEndX; ++x) { int32_t gBufferOffset = y * gBufferWidth + x; // Reconstruct position and (negative) view vector from G-buffer float surface_positionView_x, surface_positionView_y, surface_positionView_z; float Vneg_x, Vneg_y, Vneg_z; float z = inputData.zBuffer[gBufferOffset]; // Compute screen/clip-space position // NOTE: Mind DX11 viewport transform and pixel center! float positionScreen_x = (0.5f + (float)(x)) * twoOverGBufferWidth - 1.0f; // Unproject depth buffer Z value into view space surface_positionView_z = cameraProj_43 / (z - cameraProj_33); surface_positionView_x = positionScreen_x * surface_positionView_z / cameraProj_11; surface_positionView_y = positionScreen_y * surface_positionView_z / cameraProj_22; // We actually end up with a vector pointing *at* the // surface (i.e. the negative view vector) normalize3(surface_positionView_x, surface_positionView_y, surface_positionView_z, Vneg_x, Vneg_y, Vneg_z); // Reconstruct normal from G-buffer float surface_normal_x, surface_normal_y, surface_normal_z; float normal_x = half_to_float_fast(inputData.normalEncoded_x[gBufferOffset]); float normal_y = half_to_float_fast(inputData.normalEncoded_y[gBufferOffset]); float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y); float m = sqrtf(4.0f * f - 1.0f); surface_normal_x = m * (4.0f * normal_x - 2.0f); surface_normal_y = m * (4.0f * normal_y - 2.0f); surface_normal_z = 3.0f - 8.0f * f; // Load other G-buffer parameters float surface_specularAmount = half_to_float_fast(inputData.specularAmount[gBufferOffset]); float surface_specularPower = half_to_float_fast(inputData.specularPower[gBufferOffset]); float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]); float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]); float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]); float lit_x = 0.0f; float lit_y = 0.0f; float lit_z = 0.0f; for (int32_t tileLightIndex = 0; tileLightIndex < tileNumLights; ++tileLightIndex) { int32_t lightIndex = tileLightIndices[tileLightIndex]; // Gather light data relevant to initial culling float light_positionView_x = inputData.lightPositionView_x[lightIndex]; float light_positionView_y = inputData.lightPositionView_y[lightIndex]; float light_positionView_z = inputData.lightPositionView_z[lightIndex]; float light_attenuationEnd = inputData.lightAttenuationEnd[lightIndex]; // Compute light vector float L_x = light_positionView_x - surface_positionView_x; float L_y = light_positionView_y - surface_positionView_y; float L_z = light_positionView_z - surface_positionView_z; float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z); // Clip at end of attenuation float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd; if (distanceToLight2 < light_attenutaionEnd2) { float distanceToLight = sqrtf(distanceToLight2); float distanceToLightRcp = 1.f / distanceToLight; L_x *= distanceToLightRcp; L_y *= distanceToLightRcp; L_z *= distanceToLightRcp; // Start computing brdf float NdotL = dot3(surface_normal_x, surface_normal_y, surface_normal_z, L_x, L_y, L_z); // Clip back facing if (NdotL > 0.0f) { float light_attenuationBegin = inputData.lightAttenuationBegin[lightIndex]; // Light distance attenuation (linstep) float lightRange = (light_attenuationEnd - light_attenuationBegin); float falloffPosition = (light_attenuationEnd - distanceToLight); float attenuation = std::min(falloffPosition / lightRange, 1.0f); float H_x = (L_x - Vneg_x); float H_y = (L_y - Vneg_y); float H_z = (L_z - Vneg_z); normalize3(H_x, H_y, H_z, H_x, H_y, H_z); float NdotH = dot3(surface_normal_x, surface_normal_y, surface_normal_z, H_x, H_y, H_z); NdotH = std::max(NdotH, 0.0f); float specular = powf(NdotH, surface_specularPower); float specularNorm = (surface_specularPower + 2.0f) * (1.0f / 8.0f); float specularContrib = surface_specularAmount * specularNorm * specular; float k = attenuation * NdotL * (1.0f + specularContrib); float light_color_x = inputData.lightColor_x[lightIndex]; float light_color_y = inputData.lightColor_y[lightIndex]; float light_color_z = inputData.lightColor_z[lightIndex]; float lightContrib_x = surface_albedo_x * light_color_x; float lightContrib_y = surface_albedo_y * light_color_y; float lightContrib_z = surface_albedo_z * light_color_z; lit_x += lightContrib_x * k; lit_y += lightContrib_y * k; lit_z += lightContrib_z * k; } } } // Gamma correct float gamma = 1.0 / 2.2f; lit_x = powf(std::min(std::max(lit_x, 0.0f), 1.0f), gamma); lit_y = powf(std::min(std::max(lit_y, 0.0f), 1.0f), gamma); lit_z = powf(std::min(std::max(lit_z, 0.0f), 1.0f), gamma); framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x); framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y); framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z); } } } } void ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY, int *lightIndices, int numLights, Framebuffer *framebuffer) { const MinMaxZTree *minMaxZTree = gMinMaxZTree; // If we few enough lights or this is the base case (last level), shade // this full tile directly if (level == 0 || numLights < DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE) { int width = minMaxZTree->TileWidth(level); int height = minMaxZTree->TileHeight(level); int startX = tileX * width; int startY = tileY * height; int endX = std::min(input->header.framebufferWidth, startX + width); int endY = std::min(input->header.framebufferHeight, startY + height); // Skip entirely offscreen tiles if (endX > startX && endY > startY) { ShadeTileC(startX, endX, startY, endY, input->header.framebufferWidth, input->header.framebufferHeight, input->arrays, input->header.cameraProj[0][0], input->header.cameraProj[1][1], input->header.cameraProj[2][2], input->header.cameraProj[3][2], lightIndices, numLights, VISUALIZE_LIGHT_COUNT, framebuffer->r, framebuffer->g, framebuffer->b); } } else { // Otherwise, subdivide and 4-way recurse using X and Y splitting planes // Move down a level in the tree --level; tileX <<= 1; tileY <<= 1; int width = minMaxZTree->TileWidth(level); int height = minMaxZTree->TileHeight(level); // Work out splitting coords int midX = (tileX + 1) * width; int midY = (tileY + 1) * height; // Read subtile min/max data // NOTE: We must be sure to handle out-of-bounds access here since // sometimes we'll only have 1 or 2 subtiles for non-pow-2 // framebuffer sizes. bool rightTileExists = (tileX + 1 < minMaxZTree->NumTilesX(level)); bool bottomTileExists = (tileY + 1 < minMaxZTree->NumTilesY(level)); // NOTE: Order is 00, 10, 01, 11 // Set defaults up to cull all lights if the tile doesn't exist (offscreen) float minZ[4] = {input->header.cameraFar, input->header.cameraFar, input->header.cameraFar, input->header.cameraFar}; float maxZ[4] = {input->header.cameraNear, input->header.cameraNear, input->header.cameraNear, input->header.cameraNear}; minZ[0] = minMaxZTree->MinZ(level, tileX, tileY); maxZ[0] = minMaxZTree->MaxZ(level, tileX, tileY); if (rightTileExists) { minZ[1] = minMaxZTree->MinZ(level, tileX + 1, tileY); maxZ[1] = minMaxZTree->MaxZ(level, tileX + 1, tileY); if (bottomTileExists) { minZ[3] = minMaxZTree->MinZ(level, tileX + 1, tileY + 1); maxZ[3] = minMaxZTree->MaxZ(level, tileX + 1, tileY + 1); } } if (bottomTileExists) { minZ[2] = minMaxZTree->MinZ(level, tileX, tileY + 1); maxZ[2] = minMaxZTree->MaxZ(level, tileX, tileY + 1); } // Cull lights into subtile lists #ifdef ISPC_IS_WINDOWS __declspec(align(ALIGNMENT_BYTES)) #endif int subtileLightIndices[4][MAX_LIGHTS] #ifndef ISPC_IS_WINDOWS __attribute__ ((aligned(ALIGNMENT_BYTES))) #endif ; int subtileNumLights[4]; SplitTileMinMax(midX, midY, minZ, maxZ, input->header.framebufferWidth, input->header.framebufferHeight, input->header.cameraProj[0][0], input->header.cameraProj[1][1], lightIndices, numLights, input->arrays.lightPositionView_x, input->arrays.lightPositionView_y, input->arrays.lightPositionView_z, input->arrays.lightAttenuationEnd, subtileLightIndices[0], MAX_LIGHTS, subtileNumLights); // Recurse into subtiles ShadeDynamicTileRecurse(input, level, tileX , tileY, subtileLightIndices[0], subtileNumLights[0], framebuffer); ShadeDynamicTileRecurse(input, level, tileX + 1, tileY, subtileLightIndices[1], subtileNumLights[1], framebuffer); ShadeDynamicTileRecurse(input, level, tileX , tileY + 1, subtileLightIndices[2], subtileNumLights[2], framebuffer); ShadeDynamicTileRecurse(input, level, tileX + 1, tileY + 1, subtileLightIndices[3], subtileNumLights[3], framebuffer); } } static int IntersectLightsWithTileMinMax( int tileStartX, int tileEndX, int tileStartY, int tileEndY, // Tile data float minZ, float maxZ, // G-buffer data int gBufferWidth, int gBufferHeight, // Camera data float cameraProj_11, float cameraProj_22, // Light Data int numLights, float light_positionView_x_array[], float light_positionView_y_array[], float light_positionView_z_array[], float light_attenuationEnd_array[], // Output int tileLightIndices[] ) { float gBufferScale_x = 0.5f * (float)gBufferWidth; float gBufferScale_y = 0.5f * (float)gBufferHeight; float frustumPlanes_xy[4]; float frustumPlanes_z[4]; // This one is totally constant over the whole screen... worth pulling it up at all? float frustumPlanes_xy_v[4] = { -(cameraProj_11 * gBufferScale_x), (cameraProj_11 * gBufferScale_x), (cameraProj_22 * gBufferScale_y), -(cameraProj_22 * gBufferScale_y) }; float frustumPlanes_z_v[4] = { tileEndX - gBufferScale_x, -tileStartX + gBufferScale_x, tileEndY - gBufferScale_y, -tileStartY + gBufferScale_y }; for (int i = 0; i < 4; ++i) { float norm = 1.f / sqrtf(frustumPlanes_xy_v[i] * frustumPlanes_xy_v[i] + frustumPlanes_z_v[i] * frustumPlanes_z_v[i]); frustumPlanes_xy_v[i] *= norm; frustumPlanes_z_v[i] *= norm; frustumPlanes_xy[i] = frustumPlanes_xy_v[i]; frustumPlanes_z[i] = frustumPlanes_z_v[i]; } int tileNumLights = 0; for (int lightIndex = 0; lightIndex < numLights; ++lightIndex) { float light_positionView_z = light_positionView_z_array[lightIndex]; float light_attenuationEnd = light_attenuationEnd_array[lightIndex]; float light_attenuationEndNeg = -light_attenuationEnd; float d = light_positionView_z - minZ; bool inFrustum = (d >= light_attenuationEndNeg); d = maxZ - light_positionView_z; inFrustum = inFrustum && (d >= light_attenuationEndNeg); if (!inFrustum) continue; float light_positionView_x = light_positionView_x_array[lightIndex]; float light_positionView_y = light_positionView_y_array[lightIndex]; d = light_positionView_z * frustumPlanes_z[0] + light_positionView_x * frustumPlanes_xy[0]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); d = light_positionView_z * frustumPlanes_z[1] + light_positionView_x * frustumPlanes_xy[1]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); d = light_positionView_z * frustumPlanes_z[2] + light_positionView_y * frustumPlanes_xy[2]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); d = light_positionView_z * frustumPlanes_z[3] + light_positionView_y * frustumPlanes_xy[3]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); // Pack and store intersecting lights if (inFrustum) tileLightIndices[tileNumLights++] = lightIndex; } return tileNumLights; } void ShadeDynamicTile(InputData *input, int level, int tileX, int tileY, Framebuffer *framebuffer) { const MinMaxZTree *minMaxZTree = gMinMaxZTree; // Get Z min/max for this tile int width = minMaxZTree->TileWidth(level); int height = minMaxZTree->TileHeight(level); float minZ = minMaxZTree->MinZ(level, tileX, tileY); float maxZ = minMaxZTree->MaxZ(level, tileX, tileY); int startX = tileX * width; int startY = tileY * height; int endX = std::min(input->header.framebufferWidth, startX + width); int endY = std::min(input->header.framebufferHeight, startY + height); // This is a root tile, so first do a full 6-plane cull #ifdef ISPC_IS_WINDOWS __declspec(align(ALIGNMENT_BYTES)) #endif int lightIndices[MAX_LIGHTS] #ifndef ISPC_IS_WINDOWS __attribute__ ((aligned(ALIGNMENT_BYTES))) #endif ; int numLights = IntersectLightsWithTileMinMax( startX, endX, startY, endY, minZ, maxZ, input->header.framebufferWidth, input->header.framebufferHeight, input->header.cameraProj[0][0], input->header.cameraProj[1][1], MAX_LIGHTS, input->arrays.lightPositionView_x, input->arrays.lightPositionView_y, input->arrays.lightPositionView_z, input->arrays.lightAttenuationEnd, lightIndices); // Now kick off the recursive process for this tile ShadeDynamicTileRecurse(input, level, tileX, tileY, lightIndices, numLights, framebuffer); } void DispatchDynamicC(InputData *input, Framebuffer *framebuffer) { MinMaxZTree *minMaxZTree = gMinMaxZTree; // Update min/max Z tree minMaxZTree->Update(input->arrays.zBuffer, input->header.framebufferWidth, input->header.cameraProj[2][2], input->header.cameraProj[3][2], input->header.cameraNear, input->header.cameraFar); int rootLevel = minMaxZTree->Levels() - 1; int rootTilesX = minMaxZTree->NumTilesX(rootLevel); int rootTilesY = minMaxZTree->NumTilesY(rootLevel); int rootTiles = rootTilesX * rootTilesY; for (int g = 0; g < rootTiles; ++g) { uint32_t tileY = g / rootTilesX; uint32_t tileX = g % rootTilesX; ShadeDynamicTile(input, rootLevel, tileX, tileY, framebuffer); } }