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1#define_import_path bevy_pbr::meshlet_cull_shared
3#import bevy_pbr::meshlet_bindings::{
4 MeshletAabb,
5 DispatchIndirectArgs,
6 InstancedOffset,
7 depth_pyramid,
8 view,
9 previous_view,
10 meshlet_instance_uniforms,
12#import bevy_render::maths::affine3_to_square
14// https://github.com/zeux/meshoptimizer/blob/1e48e96c7e8059321de492865165e9ef071bffba/demo/nanite.cpp#L115
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 {
22 // Orthographic
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;
28 } else {
29 // Perspective
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;
37 }
40fn normalize_plane(p: vec4<f32>) -> vec4<f32> {
41 return p / length(p.xyz);
44// https://fgiesen.wordpress.com/2012/08/31/frustum-planes-from-the-projection-matrix/
45// https://fgiesen.wordpress.com/2010/10/17/view-frustum-culling/
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);
50 let planes = array(
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],
55 row_major[2],
56 );
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 {
62 return false;
63 }
64 }
65 return true;
68struct ScreenAabb {
69 min: vec3<f32>,
70 max: vec3<f32>,
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)));
85// https://zeux.io/2023/01/12/approximate-projected-bounds/
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);
93 let p1 = p0 + sz;
94 let p2 = p0 + sy;
95 let p3 = p2 + sz;
96 let p4 = p0 + sx;
97 let p5 = p4 + sz;
98 let p6 = p4 + sy;
99 let p7 = p6 + sz;
101 let depth = min8_4(p0, p1, p2, p3, p4, p5, p6, p7).w;
102 // do not occlusion cull if we are inside the aabb
103 if depth < near {
104 return false;
105 }
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);
118 // convert ndc to texture coordinates by rescaling and flipping Y
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);
122 return true;
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);
129 // TODO: switch to min samplers when wgpu has them
130 // sampling 16 times a finer mip is worth the extra cost for better culling
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));
146fn occlusion_cull_screen_aabb(aabb: ScreenAabb, screen: vec2<f32>) -> bool {
147 let hzb_size = vec2<f32>(textureDimensions(depth_pyramid).xy);
148 let aabb_min = aabb.min.xy * hzb_size;
149 let aabb_max = aabb.max.xy * hzb_size;
151 let min_texel = vec2<u32>(max(aabb_min, vec2<f32>(0.0)));
152 let max_texel = vec2<u32>(min(aabb_max, hzb_size - 1.0));
153 let size = max_texel - min_texel;
154 let max_size = max(size.x, size.y);
156 // note: add 1 before max because the unsigned overflow behavior is intentional
157 // it wraps around firstLeadingBit(0) = ~0 to 0
158 // TODO: we actually sample a 4x4 block, so ideally this would be `max(..., 3u) - 3u`.
159 var mip = max(firstLeadingBit(max_size) + 1u, 2u) - 2u;
161 if any((max_texel >> vec2(mip)) > (min_texel >> vec2(mip)) + 3) {
162 mip += 1u;
163 }
165 let smin = min_texel >> vec2<u32>(mip);
166 let smax = max_texel >> vec2<u32>(mip);
168 let curr_depth = sample_hzb(smin, smax, i32(mip));
169 return aabb.max.z <= curr_depth;
172fn occlusion_cull_projection() -> mat4x4<f32> {
173#ifdef MESHLET_FIRST_CULLING_PASS
174 return previous_view.clip_from_world;
175#else
176 return view.clip_from_world;
177#endif
180fn occlusion_cull_clip_from_local(instance_id: u32) -> mat4x4<f32> {
181#ifdef MESHLET_FIRST_CULLING_PASS
182 let prev_world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].previous_world_from_local);
183 return previous_view.clip_from_world * prev_world_from_local;
184#else
185 let world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].world_from_local);
186 return view.clip_from_world * world_from_local;
187#endif
190fn should_occlusion_cull_aabb(aabb: MeshletAabb, instance_id: u32) -> bool {
191 let projection = occlusion_cull_projection();
192 var near: f32;
193 if projection[3][3] == 1.0 {
194 near = projection[3][2] / projection[2][2];
195 } else {
196 near = projection[3][2];
197 }
199 let clip_from_local = occlusion_cull_clip_from_local(instance_id);
200 var screen_aabb = ScreenAabb(vec3<f32>(0.0), vec3<f32>(0.0));
201 if project_aabb(clip_from_local, near, aabb, &screen_aabb) {
202 return occlusion_cull_screen_aabb(screen_aabb, view.viewport.zw);
203 }
204 return false;
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