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1import package::meshlet::bindings::{
2 MeshletAabb,
3 DispatchIndirectArgs,
4 InstancedOffset,
5 depth_pyramid,
6 view,
7 previous_view,
8 meshlet_instance_uniforms,
9};
10import bevy_render::maths::affine3_to_square;
12/// https://github.com/zeux/meshoptimizer/blob/1e48e96c7e8059321de492865165e9ef071bffba/demo/nanite.cpp#L115
13fn lod_error_is_imperceptible(lod_sphere: vec4<f32>, simplification_error: f32, instance_id: u32) -> bool {
14 let world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].world_from_local);
15 let world_scale = max(length(world_from_local[0]), max(length(world_from_local[1]), length(world_from_local[2])));
16 let camera_pos = view.world_position;
18 let projection = view.clip_from_view;
19 if projection[3][3] == 1.0 {
20 // Orthographic
21 let world_error = simplification_error * world_scale;
22 let proj = projection[1][1];
23 let height = 2.0 / proj;
24 let norm_error = world_error / height;
25 return norm_error * view.viewport.w < 1.0;
26 } else {
27 // Perspective
28 var near = projection[3][2];
29 let world_sphere_center = (world_from_local * vec4<f32>(lod_sphere.xyz, 1.0)).xyz;
30 let world_sphere_radius = lod_sphere.w * world_scale;
31 let d_pos = world_sphere_center - camera_pos;
32 let d = sqrt(dot(d_pos, d_pos)) - world_sphere_radius;
33 let norm_error = simplification_error / max(d, near) * projection[1][1] * 0.5;
34 return norm_error * view.viewport.w < 1.0;
35 }
38fn normalize_plane(p: vec4<f32>) -> vec4<f32> {
39 return p / length(p.xyz);
42/// https://fgiesen.wordpress.com/2012/08/31/frustum-planes-from-the-projection-matrix/
43/// https://fgiesen.wordpress.com/2010/10/17/view-frustum-culling/
44fn aabb_in_frustum(aabb: MeshletAabb, instance_id: u32) -> bool {
45 let world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].world_from_local);
46 let clip_from_local = view.clip_from_world * world_from_local;
47 let row_major = transpose(clip_from_local);
48 let planes = array(
49 row_major[3] + row_major[0],
50 row_major[3] - row_major[0],
51 row_major[3] + row_major[1],
52 row_major[3] - row_major[1],
53 row_major[2],
54 );
56 for (var i = 0; i < 5; i++) {
57 let plane = normalize_plane(planes[i]);
58 let flipped = aabb.half_extent * sign(plane.xyz);
59 if dot(aabb.center + flipped, plane.xyz) <= -plane.w {
60 return false;
61 }
62 }
63 return true;
66struct ScreenAabb {
67 min: vec3<f32>,
68 max: vec3<f32>,
71fn 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> {
72 return min(min(min(a, b), min(c, d)), min(min(e, f), min(g, h)));
75fn 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> {
76 return max(max(max(a, b), max(c, d)), max(max(e, f), max(g, h)));
79fn 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> {
80 return min(min(min(a, b), min(c, d)), min(min(e, f), min(g, h)));
83/// https://zeux.io/2023/01/12/approximate-projected-bounds/
84fn project_aabb(clip_from_local: mat4x4<f32>, near: f32, aabb: MeshletAabb, out: ptr<function, ScreenAabb>) -> bool {
85 let extent = aabb.half_extent * 2.0;
86 let sx = clip_from_local * vec4<f32>(extent.x, 0.0, 0.0, 0.0);
87 let sy = clip_from_local * vec4<f32>(0.0, extent.y, 0.0, 0.0);
88 let sz = clip_from_local * vec4<f32>(0.0, 0.0, extent.z, 0.0);
90 let p0 = clip_from_local * vec4<f32>(aabb.center - aabb.half_extent, 1.0);
91 let p1 = p0 + sz;
92 let p2 = p0 + sy;
93 let p3 = p2 + sz;
94 let p4 = p0 + sx;
95 let p5 = p4 + sz;
96 let p6 = p4 + sy;
97 let p7 = p6 + sz;
99 let depth = min8_4(p0, p1, p2, p3, p4, p5, p6, p7).w;
100 // do not occlusion cull if we are inside the aabb
101 if depth < near {
102 return false;
103 }
105 let dp0 = p0.xyz / p0.w;
106 let dp1 = p1.xyz / p1.w;
107 let dp2 = p2.xyz / p2.w;
108 let dp3 = p3.xyz / p3.w;
109 let dp4 = p4.xyz / p4.w;
110 let dp5 = p5.xyz / p5.w;
111 let dp6 = p6.xyz / p6.w;
112 let dp7 = p7.xyz / p7.w;
113 let min = min8(dp0, dp1, dp2, dp3, dp4, dp5, dp6, dp7);
114 let max = max8(dp0, dp1, dp2, dp3, dp4, dp5, dp6, dp7);
115 var vaabb = vec4<f32>(min.xy, max.xy);
116 // convert ndc to texture coordinates by rescaling and flipping Y
117 vaabb = vaabb.xwzy * vec4<f32>(0.5, -0.5, 0.5, -0.5) + 0.5;
118 (*out).min = vec3<f32>(vaabb.xy, min.z);
119 (*out).max = vec3<f32>(vaabb.zw, max.z);
120 return true;
123fn sample_hzb(smin: vec2<u32>, smax: vec2<u32>, mip: i32) -> f32 {
124 let texel = vec4<u32>(0, 1, 2, 3);
125 let sx = min(smin.x + texel, smax.xxxx);
126 let sy = min(smin.y + texel, smax.yyyy);
127 // TODO: switch to min samplers when wgpu has them
128 // sampling 16 times a finer mip is worth the extra cost for better culling
129 let a = sample_hzb_row(sx, sy.x, mip);
130 let b = sample_hzb_row(sx, sy.y, mip);
131 let c = sample_hzb_row(sx, sy.z, mip);
132 let d = sample_hzb_row(sx, sy.w, mip);
133 return min(min(a, b), min(c, d));
136fn sample_hzb_row(sx: vec4<u32>, sy: u32, mip: i32) -> f32 {
137 let a = textureLoad(depth_pyramid, vec2(sx.x, sy), mip).x;
138 let b = textureLoad(depth_pyramid, vec2(sx.y, sy), mip).x;
139 let c = textureLoad(depth_pyramid, vec2(sx.z, sy), mip).x;
140 let d = textureLoad(depth_pyramid, vec2(sx.w, sy), mip).x;
141 return min(min(a, b), min(c, d));
144fn occlusion_cull_screen_aabb(aabb: ScreenAabb, screen: vec2<f32>) -> bool {
145 let hzb_size = vec2<f32>(textureDimensions(depth_pyramid).xy);
146 let aabb_min = aabb.min.xy * hzb_size;
147 let aabb_max = aabb.max.xy * hzb_size;
149 let min_texel = vec2<u32>(max(aabb_min, vec2<f32>(0.0)));
150 let max_texel = vec2<u32>(min(aabb_max, hzb_size - 1.0));
151 let size = max_texel - min_texel;
152 let max_size = max(size.x, size.y);
154 // note: add 1 before max because the unsigned overflow behavior is intentional
155 // it wraps around firstLeadingBit(0) = ~0 to 0
156 // TODO: we actually sample a 4x4 block, so ideally this would be `max(..., 3u) - 3u`.
157 var mip = max(firstLeadingBit(max_size) + 1u, 2u) - 2u;
159 if any((max_texel >> vec2(mip)) > (min_texel >> vec2(mip)) + 3) {
160 mip += 1u;
161 }
163 let smin = min_texel >> vec2<u32>(mip);
164 let smax = max_texel >> vec2<u32>(mip);
166 let curr_depth = sample_hzb(smin, smax, i32(mip));
167 return aabb.max.z <= curr_depth;
170fn occlusion_cull_projection() -> mat4x4<f32> {
171 @if(MESHLET_FIRST_CULLING_PASS)
172 return previous_view.clip_from_world;
173 @else
174 return view.clip_from_world;
177fn occlusion_cull_clip_from_local(instance_id: u32) -> mat4x4<f32> {
178 @if(MESHLET_FIRST_CULLING_PASS)
179 let prev_world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].previous_world_from_local);
180 @if(MESHLET_FIRST_CULLING_PASS)
181 return previous_view.clip_from_world * prev_world_from_local;
182 @if(!MESHLET_FIRST_CULLING_PASS)
183 let world_from_local = affine3_to_square(meshlet_instance_uniforms[instance_id].world_from_local);
184 @if(!MESHLET_FIRST_CULLING_PASS)
185 return view.clip_from_world * world_from_local;
188fn should_occlusion_cull_aabb(aabb: MeshletAabb, instance_id: u32) -> bool {
189 let projection = occlusion_cull_projection();
190 var near: f32;
191 if projection[3][3] == 1.0 {
192 near = projection[3][2] / projection[2][2];
193 } else {
194 near = projection[3][2];
195 }
197 let clip_from_local = occlusion_cull_clip_from_local(instance_id);
198 var screen_aabb = ScreenAabb(vec3<f32>(0.0), vec3<f32>(0.0));
199 if project_aabb(clip_from_local, near, aabb, &screen_aabb) {
200 return occlusion_cull_screen_aabb(screen_aabb, view.viewport.zw);
201 }
202 return false;
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