1#define_import_path bevy_pbr::meshlet_cull_shared 3#import bevy_pbr::meshlet_bindings::{ 10 meshlet_instance_uniforms, 12#import bevy_render::maths::affine3_to_square 15fn lod_error_is_imperceptible(lod_sphere: vec4<f32>, simplification_error: f32, instance_id: u32) -> bool { 16 let world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].world_from_local); 17 let world_scale = max(length(world_from_local[0]), max(length(world_from_local[1]), length(world_from_local[2]))); 18 let camera_pos = view.world_position; 20 let projection = view.clip_from_view; 21 if projection[3][3] == 1.0 { 23 let world_error = simplification_error * world_scale; 24 let proj = projection[1][1]; 25 let height = 2.0 / proj; 26 let norm_error = world_error / height; 27 return norm_error * view.viewport.w < 1.0; 30 var near = projection[3][2]; 31 let world_sphere_center = (world_from_local * vec4<f32>(lod_sphere.xyz, 1.0)).xyz; 32 let world_sphere_radius = lod_sphere.w * world_scale; 33 let d_pos = world_sphere_center - camera_pos; 34 let d = sqrt(dot(d_pos, d_pos)) - world_sphere_radius; 35 let norm_error = simplification_error / max(d, near) * projection[1][1] * 0.5; 36 return norm_error * view.viewport.w < 1.0; 40fn normalize_plane(p: vec4<f32>) -> vec4<f32> { 41 return p / length(p.xyz); 46fn aabb_in_frustum(aabb: MeshletAabb, instance_id: u32) -> bool { 47 let world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].world_from_local); 48 let clip_from_local = view.clip_from_world * world_from_local; 49 let row_major = transpose(clip_from_local); 51 row_major[3] + row_major[0], 52 row_major[3] - row_major[0], 53 row_major[3] + row_major[1], 54 row_major[3] - row_major[1], 58 for (var i = 0; i < 5; i++) { 59 let plane = normalize_plane(planes[i]); 60 let flipped = aabb.half_extent * sign(plane.xyz); 61 if dot(aabb.center + flipped, plane.xyz) <= -plane.w { 73fn min8(a: vec3<f32>, b: vec3<f32>, c: vec3<f32>, d: vec3<f32>, e: vec3<f32>, f: vec3<f32>, g: vec3<f32>, h: vec3<f32>) -> vec3<f32> { 74 return min(min(min(a, b), min(c, d)), min(min(e, f), min(g, h))); 77fn max8(a: vec3<f32>, b: vec3<f32>, c: vec3<f32>, d: vec3<f32>, e: vec3<f32>, f: vec3<f32>, g: vec3<f32>, h: vec3<f32>) -> vec3<f32> { 78 return max(max(max(a, b), max(c, d)), max(max(e, f), max(g, h))); 81fn min8_4(a: vec4<f32>, b: vec4<f32>, c: vec4<f32>, d: vec4<f32>, e: vec4<f32>, f: vec4<f32>, g: vec4<f32>, h: vec4<f32>) -> vec4<f32> { 82 return min(min(min(a, b), min(c, d)), min(min(e, f), min(g, h))); 86fn project_aabb(clip_from_local: mat4x4<f32>, near: f32, aabb: MeshletAabb, out: ptr<function, ScreenAabb>) -> bool { 87 let extent = aabb.half_extent * 2.0; 88 let sx = clip_from_local * vec4<f32>(extent.x, 0.0, 0.0, 0.0); 89 let sy = clip_from_local * vec4<f32>(0.0, extent.y, 0.0, 0.0); 90 let sz = clip_from_local * vec4<f32>(0.0, 0.0, extent.z, 0.0); 92 let p0 = clip_from_local * vec4<f32>(aabb.center - aabb.half_extent, 1.0); 101 let depth = min8_4(p0, p1, p2, p3, p4, p5, p6, p7).w; 107 let dp0 = p0.xyz / p0.w; 108 let dp1 = p1.xyz / p1.w; 109 let dp2 = p2.xyz / p2.w; 110 let dp3 = p3.xyz / p3.w; 111 let dp4 = p4.xyz / p4.w; 112 let dp5 = p5.xyz / p5.w; 113 let dp6 = p6.xyz / p6.w; 114 let dp7 = p7.xyz / p7.w; 115 let min = min8(dp0, dp1, dp2, dp3, dp4, dp5, dp6, dp7); 116 let max = max8(dp0, dp1, dp2, dp3, dp4, dp5, dp6, dp7); 117 var vaabb = vec4<f32>(min.xy, max.xy); 119 vaabb = vaabb.xwzy * vec4<f32>(0.5, -0.5, 0.5, -0.5) + 0.5; 120 (*out).min = vec3<f32>(vaabb.xy, min.z); 121 (*out).max = vec3<f32>(vaabb.zw, max.z); 125fn sample_hzb(smin: vec2<u32>, smax: vec2<u32>, mip: i32) -> f32 { 126 let texel = vec4<u32>(0, 1, 2, 3); 127 let sx = min(smin.x + texel, smax.xxxx); 128 let sy = min(smin.y + texel, smax.yyyy); 131 let a = sample_hzb_row(sx, sy.x, mip); 132 let b = sample_hzb_row(sx, sy.y, mip); 133 let c = sample_hzb_row(sx, sy.z, mip); 134 let d = sample_hzb_row(sx, sy.w, mip); 135 return min(min(a, b), min(c, d)); 138fn sample_hzb_row(sx: vec4<u32>, sy: u32, mip: i32) -> f32 { 139 let a = textureLoad(depth_pyramid, vec2(sx.x, sy), mip).x; 140 let b = textureLoad(depth_pyramid, vec2(sx.y, sy), mip).x; 141 let c = textureLoad(depth_pyramid, vec2(sx.z, sy), mip).x; 142 let d = textureLoad(depth_pyramid, vec2(sx.w, sy), mip).x; 143 return min(min(a, b), min(c, d)); 147fn occlusion_cull_screen_aabb(aabb: ScreenAabb, screen: vec2<f32>) -> bool { 148 let hzb_size = ceil(screen * 0.5); 149 let aabb_min = aabb.min.xy * hzb_size; 150 let aabb_max = aabb.max.xy * hzb_size; 152 let min_texel = vec2<u32>(max(aabb_min, vec2<f32>(0.0))); 153 let max_texel = vec2<u32>(min(aabb_max, hzb_size - 1.0)); 154 let size = max_texel - min_texel; 155 let max_size = max(size.x, size.y); 161 var mip = max(firstLeadingBit(max_size) + 1u, 2u) - 2u; 163 if any((max_texel >> vec2(mip)) > (min_texel >> vec2(mip)) + 3) { 167 let smin = min_texel >> vec2<u32>(mip); 168 let smax = max_texel >> vec2<u32>(mip); 170 let curr_depth = sample_hzb(smin, smax, i32(mip)); 171 return aabb.max.z <= curr_depth; 174fn occlusion_cull_projection() -> mat4x4<f32> { 175#ifdef FIRST_CULLING_PASS 176 return view.clip_from_world; 178 return previous_view.clip_from_world; 182fn occlusion_cull_clip_from_local(instance_id: u32) -> mat4x4<f32> { 183#ifdef FIRST_CULLING_PASS 184 let prev_world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].previous_world_from_local); 185 return previous_view.clip_from_world * prev_world_from_local; 187 let world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].world_from_local); 188 return view.clip_from_world * world_from_local; 192fn should_occlusion_cull_aabb(aabb: MeshletAabb, instance_id: u32) -> bool { 193 let projection = occlusion_cull_projection(); 195 if projection[3][3] == 1.0 { 196 near = projection[3][2] / projection[2][2]; 198 near = projection[3][2]; 201 let clip_from_local = occlusion_cull_clip_from_local(instance_id); 202 var screen_aabb = ScreenAabb(vec3<f32>(0.0), vec3<f32>(0.0)); 203 if project_aabb(clip_from_local, near, aabb, &screen_aabb) { 204 return occlusion_cull_screen_aabb(screen_aabb, view.viewport.zw);