567 lines
23 KiB
Plaintext
567 lines
23 KiB
Plaintext
/*
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Copyright (c) 2010-2011, Intel Corporation
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of Intel Corporation nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
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OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifdef __NVPTX__
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#warning "emitting DEVICE code"
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#define programCount warpSize()
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#define programIndex laneIndex()
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#define taskIndex blockIndex0()
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#define taskCount blockCount0()
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#else
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#warning "emitting HOST code"
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#endif
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#include "deferred.h"
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struct InputDataArrays
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{
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float *zBuffer;
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unsigned int16 *normalEncoded_x; // half float
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unsigned int16 *normalEncoded_y; // half float
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unsigned int16 *specularAmount; // half float
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unsigned int16 *specularPower; // half float
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unsigned int8 *albedo_x; // unorm8
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unsigned int8 *albedo_y; // unorm8
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unsigned int8 *albedo_z; // unorm8
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float *lightPositionView_x;
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float *lightPositionView_y;
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float *lightPositionView_z;
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float *lightAttenuationBegin;
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float *lightColor_x;
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float *lightColor_y;
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float *lightColor_z;
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float *lightAttenuationEnd;
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};
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struct InputHeader
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{
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float cameraProj[4][4];
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float cameraNear;
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float cameraFar;
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int32 framebufferWidth;
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int32 framebufferHeight;
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int32 numLights;
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int32 inputDataChunkSize;
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int32 inputDataArrayOffsets[idaNum];
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};
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///////////////////////////////////////////////////////////////////////////
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// Common utility routines
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static inline float
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dot3(float x, float y, float z, float a, float b, float c) {
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return (x*a + y*b + z*c);
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}
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static inline void
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normalize3(float x, float y, float z, float &ox, float &oy, float &oz) {
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float n = rsqrt(x*x + y*y + z*z);
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ox = x * n;
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oy = y * n;
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oz = z * n;
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}
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static inline float
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Unorm8ToFloat32(unsigned int8 u) {
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return (float)u * (1.0f / 255.0f);
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}
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static inline unsigned int8
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Float32ToUnorm8(float f) {
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return (unsigned int8)(f * 255.0f);
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}
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static inline void
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ComputeZBounds(
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uniform int32 tileStartX, uniform int32 tileEndX,
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uniform int32 tileStartY, uniform int32 tileEndY,
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// G-buffer data
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uniform float zBuffer[],
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uniform int32 gBufferWidth,
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// Camera data
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uniform float cameraProj_33, uniform float cameraProj_43,
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uniform float cameraNear, uniform float cameraFar,
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// Output
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uniform float &minZ,
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uniform float &maxZ
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)
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{
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// Find Z bounds
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float laneMinZ = cameraFar;
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float laneMaxZ = cameraNear;
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for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
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// foreach (x = tileStartX ... tileEndX) {
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for (uniform int xb = tileStartX; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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if (x >= tileEndX) break;
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// Unproject depth buffer Z value into view space
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float z = zBuffer[y * gBufferWidth + x];
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float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
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// Work out Z bounds for our samples
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// Avoid considering skybox/background or otherwise invalid pixels
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if ((viewSpaceZ < cameraFar) && (viewSpaceZ >= cameraNear)) {
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laneMinZ = min(laneMinZ, viewSpaceZ);
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laneMaxZ = max(laneMaxZ, viewSpaceZ);
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}
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}
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}
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minZ = reduce_min(laneMinZ);
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maxZ = reduce_max(laneMaxZ);
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}
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static inline uniform int32
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IntersectLightsWithTileMinMax(
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uniform int32 tileStartX, uniform int32 tileEndX,
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uniform int32 tileStartY, uniform int32 tileEndY,
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// Tile data
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uniform float minZ,
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uniform float maxZ,
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// G-buffer data
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uniform int32 gBufferWidth, uniform int32 gBufferHeight,
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// Camera data
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uniform float cameraProj_11, uniform float cameraProj_22,
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// Light Data
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uniform int32 numLights,
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uniform float light_positionView_x_array[],
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uniform float light_positionView_y_array[],
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uniform float light_positionView_z_array[],
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uniform float light_attenuationEnd_array[],
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// Output
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uniform int32 tileLightIndices[]
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)
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{
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uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
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uniform float gBufferScale_y = 0.5f * (float)gBufferHeight;
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uniform float frustumPlanes_xy[4] = {
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-(cameraProj_11 * gBufferScale_x),
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(cameraProj_11 * gBufferScale_x),
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(cameraProj_22 * gBufferScale_y),
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-(cameraProj_22 * gBufferScale_y) };
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uniform float frustumPlanes_z[4] = {
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tileEndX - gBufferScale_x,
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-tileStartX + gBufferScale_x,
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tileEndY - gBufferScale_y,
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-tileStartY + gBufferScale_y };
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for (uniform int i = 0; i < 4; ++i) {
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uniform float norm = rsqrt(frustumPlanes_xy[i] * frustumPlanes_xy[i] +
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frustumPlanes_z[i] * frustumPlanes_z[i]);
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frustumPlanes_xy[i] *= norm;
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frustumPlanes_z[i] *= norm;
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}
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uniform int32 tileNumLights = 0;
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// foreach (lightIndex = 0 ... numLights) {
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for (uniform int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
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{
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const int lightIndex = lightIndexB + programIndex;
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEndNeg = -light_attenuationEnd;
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float d = light_positionView_z - minZ;
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bool inFrustum = (d >= light_attenuationEndNeg);
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d = maxZ - light_positionView_z;
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// This seems better than cif(!inFrustum) ccontinue; here since we
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// don't actually need to mask the rest of this function - this is
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// just a greedy early-out. Could also structure all of this as
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// nested if() statements, but this a bit easier to read
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bool active = false;
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if (any(inFrustum)) {
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float light_positionView_x = light_positionView_x_array[lightIndex];
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float light_positionView_y = light_positionView_y_array[lightIndex];
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d = light_positionView_z * frustumPlanes_z[0] +
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light_positionView_x * frustumPlanes_xy[0];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[1] +
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light_positionView_x * frustumPlanes_xy[1];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[2] +
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light_positionView_y * frustumPlanes_xy[2];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[3] +
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light_positionView_y * frustumPlanes_xy[3];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// Pack and store intersecting lights
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if (inFrustum)
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active = true;
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}
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if (lightIndex >= numLights)
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active = false;
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tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
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}
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return tileNumLights;
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}
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static inline uniform int32
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IntersectLightsWithTile(
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uniform int32 tileStartX, uniform int32 tileEndX,
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uniform int32 tileStartY, uniform int32 tileEndY,
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uniform int32 gBufferWidth, uniform int32 gBufferHeight,
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// G-buffer data
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uniform float zBuffer[],
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// Camera data
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uniform float cameraProj_11, uniform float cameraProj_22,
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uniform float cameraProj_33, uniform float cameraProj_43,
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uniform float cameraNear, uniform float cameraFar,
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// Light Data
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uniform int32 numLights,
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uniform float light_positionView_x_array[],
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uniform float light_positionView_y_array[],
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uniform float light_positionView_z_array[],
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uniform float light_attenuationEnd_array[],
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// Output
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uniform int32 tileLightIndices[]
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)
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{
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uniform float minZ, maxZ;
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ComputeZBounds(tileStartX, tileEndX, tileStartY, tileEndY,
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zBuffer, gBufferWidth, cameraProj_33, cameraProj_43, cameraNear, cameraFar,
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minZ, maxZ);
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uniform int32 tileNumLights = IntersectLightsWithTileMinMax(
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tileStartX, tileEndX, tileStartY, tileEndY, minZ, maxZ,
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gBufferWidth, gBufferHeight, cameraProj_11, cameraProj_22,
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MAX_LIGHTS, light_positionView_x_array, light_positionView_y_array,
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light_positionView_z_array, light_attenuationEnd_array,
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tileLightIndices);
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return tileNumLights;
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}
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static inline void
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ShadeTile(
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uniform int32 tileStartX, uniform int32 tileEndX,
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uniform int32 tileStartY, uniform int32 tileEndY,
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uniform int32 gBufferWidth, uniform int32 gBufferHeight,
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const uniform InputDataArrays &inputData,
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// Camera data
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uniform float cameraProj_11, uniform float cameraProj_22,
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uniform float cameraProj_33, uniform float cameraProj_43,
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// Light list
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uniform int32 tileLightIndices[],
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uniform int32 tileNumLights,
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// UI
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uniform bool visualizeLightCount,
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// Output
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uniform unsigned int8 framebuffer_r[],
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uniform unsigned int8 framebuffer_g[],
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uniform unsigned int8 framebuffer_b[]
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)
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{
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if (tileNumLights == 0 || visualizeLightCount) {
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uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
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for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
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// foreach (x = tileStartX ... tileEndX)
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for (uniform int xb = tileStartX ; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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if (x >= tileEndX) continue;
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int32 framebufferIndex = (y * gBufferWidth + x);
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framebuffer_r[framebufferIndex] = c;
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framebuffer_g[framebufferIndex] = c;
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framebuffer_b[framebufferIndex] = c;
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}
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}
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} else {
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uniform float twoOverGBufferWidth = 2.0f / gBufferWidth;
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uniform float twoOverGBufferHeight = 2.0f / gBufferHeight;
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for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
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uniform float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
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// foreach (x = tileStartX ... tileEndX) {
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for (uniform int xb = tileStartX ; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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int32 gBufferOffset = y * gBufferWidth + x;
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// Reconstruct position and (negative) view vector from G-buffer
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float surface_positionView_x, surface_positionView_y, surface_positionView_z;
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float Vneg_x, Vneg_y, Vneg_z;
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float z = inputData.zBuffer[gBufferOffset];
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// Compute screen/clip-space position
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// NOTE: Mind DX11 viewport transform and pixel center!
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float positionScreen_x = (0.5f + (float)(x)) *
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twoOverGBufferWidth - 1.0f;
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// Unproject depth buffer Z value into view space
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surface_positionView_z = cameraProj_43 / (z - cameraProj_33);
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surface_positionView_x = positionScreen_x * surface_positionView_z /
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cameraProj_11;
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surface_positionView_y = positionScreen_y * surface_positionView_z /
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cameraProj_22;
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// We actually end up with a vector pointing *at* the
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// surface (i.e. the negative view vector)
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normalize3(surface_positionView_x, surface_positionView_y,
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surface_positionView_z, Vneg_x, Vneg_y, Vneg_z);
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// Reconstruct normal from G-buffer
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float surface_normal_x, surface_normal_y, surface_normal_z;
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float normal_x = half_to_float(inputData.normalEncoded_x[gBufferOffset]);
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float normal_y = half_to_float(inputData.normalEncoded_y[gBufferOffset]);
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float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
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float m = sqrt(4.0f * f - 1.0f);
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surface_normal_x = m * (4.0f * normal_x - 2.0f);
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surface_normal_y = m * (4.0f * normal_y - 2.0f);
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surface_normal_z = 3.0f - 8.0f * f;
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// Load other G-buffer parameters
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float surface_specularAmount =
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half_to_float(inputData.specularAmount[gBufferOffset]);
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float surface_specularPower =
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half_to_float(inputData.specularPower[gBufferOffset]);
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float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]);
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float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]);
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float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]);
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float lit_x = 0.0f;
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float lit_y = 0.0f;
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float lit_z = 0.0f;
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for (uniform int32 tileLightIndex = 0; tileLightIndex < tileNumLights;
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++tileLightIndex) {
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uniform int32 lightIndex = tileLightIndices[tileLightIndex];
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// Gather light data relevant to initial culling
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uniform float light_positionView_x =
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inputData.lightPositionView_x[lightIndex];
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uniform float light_positionView_y =
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inputData.lightPositionView_y[lightIndex];
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uniform float light_positionView_z =
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inputData.lightPositionView_z[lightIndex];
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uniform float light_attenuationEnd =
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inputData.lightAttenuationEnd[lightIndex];
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// Compute light vector
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float L_x = light_positionView_x - surface_positionView_x;
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float L_y = light_positionView_y - surface_positionView_y;
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float L_z = light_positionView_z - surface_positionView_z;
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float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z);
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// Clip at end of attenuation
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float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
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if (distanceToLight2 < light_attenutaionEnd2) {
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float distanceToLight = sqrt(distanceToLight2);
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// HLSL "rcp" is allowed to be fairly inaccurate
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float distanceToLightRcp = rcp(distanceToLight);
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L_x *= distanceToLightRcp;
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L_y *= distanceToLightRcp;
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L_z *= distanceToLightRcp;
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// Start computing brdf
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float NdotL = dot3(surface_normal_x, surface_normal_y,
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surface_normal_z, L_x, L_y, L_z);
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// Clip back facing
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if (NdotL > 0.0f) {
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uniform float light_attenuationBegin =
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inputData.lightAttenuationBegin[lightIndex];
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// Light distance attenuation (linstep)
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float lightRange = (light_attenuationEnd - light_attenuationBegin);
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float falloffPosition = (light_attenuationEnd - distanceToLight);
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float attenuation = min(falloffPosition / lightRange, 1.0f);
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float H_x = (L_x - Vneg_x);
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float H_y = (L_y - Vneg_y);
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float H_z = (L_z - Vneg_z);
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normalize3(H_x, H_y, H_z, H_x, H_y, H_z);
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float NdotH = dot3(surface_normal_x, surface_normal_y,
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surface_normal_z, H_x, H_y, H_z);
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NdotH = max(NdotH, 0.0f);
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float specular = pow(NdotH, surface_specularPower);
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float specularNorm = (surface_specularPower + 2.0f) *
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(1.0f / 8.0f);
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float specularContrib = surface_specularAmount *
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specularNorm * specular;
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float k = attenuation * NdotL * (1.0f + specularContrib);
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uniform float light_color_x = inputData.lightColor_x[lightIndex];
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uniform float light_color_y = inputData.lightColor_y[lightIndex];
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uniform float light_color_z = inputData.lightColor_z[lightIndex];
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float lightContrib_x = surface_albedo_x * light_color_x;
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float lightContrib_y = surface_albedo_y * light_color_y;
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float lightContrib_z = surface_albedo_z * light_color_z;
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lit_x += lightContrib_x * k;
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lit_y += lightContrib_y * k;
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lit_z += lightContrib_z * k;
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}
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}
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}
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// Gamma correct
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// These pows are pretty slow right now, but we can do
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// something faster if really necessary to squeeze every
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// last bit of performance out of it
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float gamma = 1.0 / 2.2f;
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lit_x = pow(clamp(lit_x, 0.0f, 1.0f), gamma);
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lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
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lit_z = pow(clamp(lit_z, 0.0f, 1.0f), gamma);
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framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
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framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
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framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////
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// Static decomposition
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task void
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RenderTile(uniform int num_groups_x, uniform int num_groups_y,
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const uniform InputHeader inputHeaderPtr[],
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const uniform InputDataArrays inputDataPtr[],
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uniform int visualizeLightCount,
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// Output
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uniform unsigned int8 framebuffer_r[],
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uniform unsigned int8 framebuffer_g[],
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uniform unsigned int8 framebuffer_b[]) {
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if (taskIndex >= taskCount) return;
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|
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const uniform InputHeader inputHeader = *inputHeaderPtr;
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const uniform InputDataArrays inputData = *inputDataPtr;
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|
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uniform int32 group_y = taskIndex / num_groups_x;
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uniform int32 group_x = taskIndex % num_groups_x;
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uniform int32 tile_start_x = group_x * MIN_TILE_WIDTH;
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uniform int32 tile_start_y = group_y * MIN_TILE_HEIGHT;
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uniform int32 tile_end_x = tile_start_x + MIN_TILE_WIDTH;
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uniform int32 tile_end_y = tile_start_y + MIN_TILE_HEIGHT;
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|
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uniform int framebufferWidth = inputHeader.framebufferWidth;
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uniform int framebufferHeight = inputHeader.framebufferHeight;
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uniform float cameraProj_00 = inputHeader.cameraProj[0][0];
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uniform float cameraProj_11 = inputHeader.cameraProj[1][1];
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uniform float cameraProj_22 = inputHeader.cameraProj[2][2];
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uniform float cameraProj_32 = inputHeader.cameraProj[3][2];
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|
|
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// Light intersection: figure out which lights illuminate this tile.
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|
#if 1
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uniform int * uniform tileLightIndices = uniform new uniform int [MAX_LIGHTS];
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#else
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uniform int tileLightIndices[MAX_LIGHTS]; // Light list for the tile
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#endif
|
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uniform int numTileLights =
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IntersectLightsWithTile(tile_start_x, tile_end_x,
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tile_start_y, tile_end_y,
|
|
framebufferWidth, framebufferHeight,
|
|
inputData.zBuffer,
|
|
cameraProj_00, cameraProj_11,
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cameraProj_22, cameraProj_32,
|
|
inputHeader.cameraNear, inputHeader.cameraFar,
|
|
MAX_LIGHTS,
|
|
inputData.lightPositionView_x,
|
|
inputData.lightPositionView_y,
|
|
inputData.lightPositionView_z,
|
|
inputData.lightAttenuationEnd,
|
|
tileLightIndices);
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|
|
|
// And now shade the tile, using the lights in tileLightIndices
|
|
ShadeTile(tile_start_x, tile_end_x, tile_start_y, tile_end_y,
|
|
framebufferWidth, framebufferHeight, inputData,
|
|
cameraProj_00, cameraProj_11, cameraProj_22, cameraProj_32,
|
|
tileLightIndices, numTileLights, visualizeLightCount,
|
|
framebuffer_r, framebuffer_g, framebuffer_b);
|
|
#if 1
|
|
delete tileLightIndices;
|
|
#endif
|
|
}
|
|
|
|
|
|
export void
|
|
RenderStatic(uniform InputHeader inputHeaderPtr[],
|
|
uniform InputDataArrays inputDataPtr[],
|
|
uniform InputHeader &inputHeader,
|
|
uniform int visualizeLightCount,
|
|
// Output
|
|
uniform unsigned int8 framebuffer_r[],
|
|
uniform unsigned int8 framebuffer_g[],
|
|
uniform unsigned int8 framebuffer_b[]) {
|
|
|
|
uniform int num_groups_x = (inputHeader.framebufferWidth +
|
|
MIN_TILE_WIDTH - 1) / MIN_TILE_WIDTH;
|
|
uniform int num_groups_y = (inputHeader.framebufferHeight +
|
|
MIN_TILE_HEIGHT - 1) / MIN_TILE_HEIGHT;
|
|
uniform int num_groups = num_groups_x * num_groups_y;
|
|
|
|
// Launch a task to render each tile, each of which is MIN_TILE_WIDTH
|
|
// by MIN_TILE_HEIGHT pixels.
|
|
launch[num_groups] RenderTile(num_groups_x, num_groups_y,
|
|
inputHeaderPtr, inputDataPtr, visualizeLightCount,
|
|
framebuffer_r, framebuffer_g, framebuffer_b);
|
|
}
|
|
|
|
|
|
|