|
|
@@ -0,0 +1,613 @@
|
|
|
+import { DataTexture, FloatType, RGBAFormat, Vector2, Vector3, LightsNode, NodeUpdateType } from 'three/webgpu';
|
|
|
+
|
|
|
+import {
|
|
|
+ attributeArray, nodeProxy, int, float, vec3, ivec2, ivec4, uniform, Break, Loop, positionView,
|
|
|
+ Fn, If, Return, textureLoad, instanceIndex, screenCoordinate, directPointLight,
|
|
|
+ renderGroup,
|
|
|
+ min, max, pow, log, clamp, dot
|
|
|
+} from 'three/tsl';
|
|
|
+
|
|
|
+const _vector3 = /*@__PURE__*/ new Vector3();
|
|
|
+const _size = /*@__PURE__*/ new Vector2();
|
|
|
+
|
|
|
+/**
|
|
|
+ * A custom version of `LightsNode` implementing Forward+ clustered shading:
|
|
|
+ * the view frustum is subdivided into a 3D grid of clusters (X × Y screen tiles
|
|
|
+ * times an exponentially-spaced set of Z depth slices), and each cluster holds
|
|
|
+ * only the point lights whose spheres intersect it. At shading time each fragment
|
|
|
+ * looks up its cluster and loops over just that cluster's lights. Unlike 2D tiled
|
|
|
+ * lighting, clustered shading culls lights that share screen pixels but lie at
|
|
|
+ * different depths — suitable for 3D scenes with real depth complexity.
|
|
|
+ *
|
|
|
+ * @augments LightsNode
|
|
|
+ * @three_import import { clusteredLights } from 'three/addons/tsl/lighting/ClusteredLightsNode.js';
|
|
|
+ */
|
|
|
+class ClusteredLightsNode extends LightsNode {
|
|
|
+
|
|
|
+ static get type() {
|
|
|
+
|
|
|
+ return 'ClusteredLightsNode';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Constructs a new clustered lights node.
|
|
|
+ *
|
|
|
+ * @param {number} [maxLights=1024] - Maximum number of point lights.
|
|
|
+ * @param {number} [tileSize=32] - Screen tile size in pixels (cluster XY size).
|
|
|
+ * @param {number} [zSlices=24] - Number of exponential depth slices.
|
|
|
+ * @param {number} [maxLightsPerCluster=64] - Per-cluster light-list capacity.
|
|
|
+ */
|
|
|
+ constructor( maxLights = 1024, tileSize = 32, zSlices = 24, maxLightsPerCluster = 64 ) {
|
|
|
+
|
|
|
+ super();
|
|
|
+
|
|
|
+ this.materialLights = [];
|
|
|
+ this.clusteredLights = [];
|
|
|
+
|
|
|
+ this.maxLights = maxLights;
|
|
|
+ this.tileSize = tileSize;
|
|
|
+ this.zSlices = zSlices;
|
|
|
+ this.maxLightsPerCluster = maxLightsPerCluster;
|
|
|
+
|
|
|
+ this._chunksPerCluster = Math.ceil( maxLightsPerCluster / 4 );
|
|
|
+
|
|
|
+ this._bufferSize = null;
|
|
|
+ this._lightIndexes = null;
|
|
|
+ this._screenClusterIndex = null;
|
|
|
+ this._compute = null;
|
|
|
+ this._lightsTexture = null;
|
|
|
+ this._zSliceRangesTexture = null;
|
|
|
+ this._zSliceRangesData = null;
|
|
|
+ this._lightViewZ = new Float32Array( maxLights );
|
|
|
+ this._lightSortOrder = [];
|
|
|
+
|
|
|
+ this._lightsCount = uniform( 0, 'int' );
|
|
|
+
|
|
|
+ // Render-group uniforms: shared between compute and fragment passes,
|
|
|
+ // updated manually each frame in updateBefore (compute lacks a camera context).
|
|
|
+ this._cameraNear = uniform( 0 ).setName( 'clusteredCameraNear' ).setGroup( renderGroup );
|
|
|
+ this._cameraFar = uniform( 0 ).setName( 'clusteredCameraFar' ).setGroup( renderGroup );
|
|
|
+ this._cameraViewMatrix = uniform( 'mat4' ).setName( 'clusteredCameraViewMatrix' ).setGroup( renderGroup );
|
|
|
+ this._cameraProjectionMatrix = uniform( 'mat4' ).setName( 'clusteredCameraProjectionMatrix' ).setGroup( renderGroup );
|
|
|
+
|
|
|
+ this._gridDimensions = uniform( new Vector2() );
|
|
|
+
|
|
|
+ this.updateBeforeType = NodeUpdateType.RENDER;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ customCacheKey() {
|
|
|
+
|
|
|
+ return this._compute.getCacheKey() + super.customCacheKey();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ updateLightsTexture( camera ) {
|
|
|
+
|
|
|
+ const { _lightsTexture: lightsTexture, clusteredLights } = this;
|
|
|
+
|
|
|
+ const data = lightsTexture.image.data;
|
|
|
+ const lineSize = lightsTexture.image.width * 4;
|
|
|
+ const count = clusteredLights.length;
|
|
|
+
|
|
|
+ this._lightsCount.value = count;
|
|
|
+
|
|
|
+ // Sort lights by view-space depth for Z-culling
|
|
|
+
|
|
|
+ const viewZ = this._lightViewZ;
|
|
|
+ const order = this._lightSortOrder;
|
|
|
+
|
|
|
+ for ( let i = 0; i < count; i ++ ) {
|
|
|
+
|
|
|
+ _vector3.setFromMatrixPosition( clusteredLights[ i ].matrixWorld );
|
|
|
+ _vector3.applyMatrix4( camera.matrixWorldInverse );
|
|
|
+ viewZ[ i ] = _vector3.z;
|
|
|
+ order[ i ] = i;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ order.length = count;
|
|
|
+ order.sort( ( a, b ) => viewZ[ a ] - viewZ[ b ] );
|
|
|
+
|
|
|
+ // Write sorted lights to texture
|
|
|
+
|
|
|
+ for ( let i = 0; i < count; i ++ ) {
|
|
|
+
|
|
|
+ const light = clusteredLights[ order[ i ] ];
|
|
|
+
|
|
|
+ _vector3.setFromMatrixPosition( light.matrixWorld );
|
|
|
+
|
|
|
+ const offset = i * 4;
|
|
|
+
|
|
|
+ data[ offset + 0 ] = _vector3.x;
|
|
|
+ data[ offset + 1 ] = _vector3.y;
|
|
|
+ data[ offset + 2 ] = _vector3.z;
|
|
|
+ data[ offset + 3 ] = light.distance;
|
|
|
+
|
|
|
+ data[ lineSize + offset + 0 ] = light.color.r * light.intensity;
|
|
|
+ data[ lineSize + offset + 1 ] = light.color.g * light.intensity;
|
|
|
+ data[ lineSize + offset + 2 ] = light.color.b * light.intensity;
|
|
|
+ data[ lineSize + offset + 3 ] = light.decay;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ lightsTexture.needsUpdate = true;
|
|
|
+
|
|
|
+ // Compute per Z-slice light ranges
|
|
|
+
|
|
|
+ const zRanges = this._zSliceRangesData;
|
|
|
+
|
|
|
+ if ( zRanges === null ) return;
|
|
|
+
|
|
|
+ const near = camera.near;
|
|
|
+ const far = camera.far;
|
|
|
+ const NZ = this.zSlices;
|
|
|
+
|
|
|
+ for ( let z = 0; z < NZ; z ++ ) {
|
|
|
+
|
|
|
+ // Exponential Z-slice bounds (view-space, negative values)
|
|
|
+ const sliceNear = - ( near * Math.pow( far / near, z / NZ ) );
|
|
|
+ const sliceFar = - ( near * Math.pow( far / near, ( z + 1 ) / NZ ) );
|
|
|
+
|
|
|
+ let rangeStart = count;
|
|
|
+ let rangeEnd = 0;
|
|
|
+
|
|
|
+ for ( let i = 0; i < count; i ++ ) {
|
|
|
+
|
|
|
+ const vz = viewZ[ order[ i ] ];
|
|
|
+ const r = clusteredLights[ order[ i ] ].distance;
|
|
|
+ const radius = r > 0 ? r : far;
|
|
|
+
|
|
|
+ // Light sphere Z: [vz - radius, vz + radius]
|
|
|
+ // Slice Z: [sliceFar, sliceNear] (both negative, sliceFar < sliceNear)
|
|
|
+ if ( vz + radius >= sliceFar && vz - radius <= sliceNear ) {
|
|
|
+
|
|
|
+ if ( i < rangeStart ) rangeStart = i;
|
|
|
+ if ( i + 1 > rangeEnd ) rangeEnd = i + 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( rangeStart >= count ) {
|
|
|
+
|
|
|
+ rangeStart = 0;
|
|
|
+ rangeEnd = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ zRanges[ z * 4 ] = rangeStart;
|
|
|
+ zRanges[ z * 4 + 1 ] = rangeEnd;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this._zSliceRangesTexture.needsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ updateBefore( frame ) {
|
|
|
+
|
|
|
+ const { renderer, camera } = frame;
|
|
|
+
|
|
|
+ this.updateProgram( renderer );
|
|
|
+
|
|
|
+ this.updateLightsTexture( camera );
|
|
|
+
|
|
|
+ this._cameraNear.value = camera.near;
|
|
|
+ this._cameraFar.value = camera.far;
|
|
|
+ this._cameraViewMatrix.value = camera.matrixWorldInverse;
|
|
|
+ this._cameraProjectionMatrix.value = camera.projectionMatrix;
|
|
|
+
|
|
|
+ renderer.compute( this._compute );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ setLights( lights ) {
|
|
|
+
|
|
|
+ const { clusteredLights, materialLights } = this;
|
|
|
+
|
|
|
+ let materialIndex = 0;
|
|
|
+ let clusteredIndex = 0;
|
|
|
+
|
|
|
+ for ( const light of lights ) {
|
|
|
+
|
|
|
+ if ( light.isPointLight === true ) {
|
|
|
+
|
|
|
+ clusteredLights[ clusteredIndex ++ ] = light;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ materialLights[ materialIndex ++ ] = light;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ materialLights.length = materialIndex;
|
|
|
+ clusteredLights.length = clusteredIndex;
|
|
|
+
|
|
|
+ return super.setLights( materialLights );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ getBlock() {
|
|
|
+
|
|
|
+ return this._lightIndexes.element( this._screenClusterIndex.mul( int( this._chunksPerCluster ) ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ getTile( element ) {
|
|
|
+
|
|
|
+ element = int( element );
|
|
|
+
|
|
|
+ const stride = int( 4 );
|
|
|
+ const chunkOffset = element.div( stride );
|
|
|
+ const idx = this._screenClusterIndex.mul( int( this._chunksPerCluster ) ).add( chunkOffset );
|
|
|
+
|
|
|
+ return this._lightIndexes.element( idx ).element( element.mod( stride ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ getClusterLightCount( zSliceNode ) {
|
|
|
+
|
|
|
+ const getCount = Fn( ( [ zSliceNode ] ) => {
|
|
|
+
|
|
|
+ const count = int( 0 ).toVar();
|
|
|
+
|
|
|
+ const debugClusterIndex = this._screenClusterIndex.toVar();
|
|
|
+
|
|
|
+ If( zSliceNode.greaterThanEqual( int( 0 ) ), () => {
|
|
|
+
|
|
|
+ const tileSize = int( this.tileSize );
|
|
|
+ const screenTile = screenCoordinate.div( tileSize ).floor();
|
|
|
+ const NX = int( this._gridDimensions.x );
|
|
|
+ const NY = int( this._gridDimensions.y );
|
|
|
+
|
|
|
+ debugClusterIndex.assign(
|
|
|
+ int( screenTile.x )
|
|
|
+ .add( int( screenTile.y ).mul( NX ) )
|
|
|
+ .add( zSliceNode.mul( NX.mul( NY ) ) )
|
|
|
+ );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ Loop( this.maxLightsPerCluster, ( { i } ) => {
|
|
|
+
|
|
|
+ const element = int( i );
|
|
|
+ const stride = int( 4 );
|
|
|
+ const chunkOffset = element.div( stride );
|
|
|
+ const idx = debugClusterIndex.mul( int( this._chunksPerCluster ) ).add( chunkOffset );
|
|
|
+ const lightIndex = this._lightIndexes.element( idx ).element( element.mod( stride ) );
|
|
|
+
|
|
|
+ If( lightIndex.equal( int( 0 ) ), () => {
|
|
|
+
|
|
|
+ Break();
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ count.addAssign( int( 1 ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return count;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return getCount( zSliceNode );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ getLightData( index ) {
|
|
|
+
|
|
|
+ index = int( index );
|
|
|
+
|
|
|
+ const dataA = textureLoad( this._lightsTexture, ivec2( index, 0 ) );
|
|
|
+ const dataB = textureLoad( this._lightsTexture, ivec2( index, 1 ) );
|
|
|
+
|
|
|
+ const position = dataA.xyz;
|
|
|
+ const viewPosition = this._cameraViewMatrix.mul( position );
|
|
|
+ const distance = dataA.w;
|
|
|
+ const color = dataB.rgb;
|
|
|
+ const decay = dataB.w;
|
|
|
+
|
|
|
+ return {
|
|
|
+ position,
|
|
|
+ viewPosition,
|
|
|
+ distance,
|
|
|
+ color,
|
|
|
+ decay
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ setupLights( builder, lightNodes ) {
|
|
|
+
|
|
|
+ this.updateProgram( builder.renderer );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ const lightingModel = builder.context.reflectedLight;
|
|
|
+
|
|
|
+ lightingModel.directDiffuse.toStack();
|
|
|
+ lightingModel.directSpecular.toStack();
|
|
|
+
|
|
|
+ super.setupLights( builder, lightNodes );
|
|
|
+
|
|
|
+ Fn( () => {
|
|
|
+
|
|
|
+ Loop( this.maxLightsPerCluster, ( { i } ) => {
|
|
|
+
|
|
|
+ const lightIndex = this.getTile( i );
|
|
|
+
|
|
|
+ If( lightIndex.equal( int( 0 ) ), () => {
|
|
|
+
|
|
|
+ Break();
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ const { color, decay, viewPosition, distance } = this.getLightData( lightIndex.sub( 1 ) );
|
|
|
+
|
|
|
+ const lightVector = viewPosition.sub( positionView );
|
|
|
+
|
|
|
+ // Early-out: skip full BRDF if fragment is beyond the light's cutoff
|
|
|
+ If( distance.equal( 0 ).or( dot( lightVector, lightVector ).lessThanEqual( distance.mul( distance ) ) ), () => {
|
|
|
+
|
|
|
+ builder.lightsNode.setupDirectLight( builder, this, directPointLight( {
|
|
|
+ color,
|
|
|
+ lightVector,
|
|
|
+ cutoffDistance: distance,
|
|
|
+ decayExponent: decay
|
|
|
+ } ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }, 'void' )();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ getBufferFitSize( value ) {
|
|
|
+
|
|
|
+ const multiple = this.tileSize;
|
|
|
+
|
|
|
+ return Math.ceil( value / multiple ) * multiple;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ setSize( width, height ) {
|
|
|
+
|
|
|
+ width = this.getBufferFitSize( width );
|
|
|
+ height = this.getBufferFitSize( height );
|
|
|
+
|
|
|
+ if ( ! this._bufferSize || this._bufferSize.width !== width || this._bufferSize.height !== height ) {
|
|
|
+
|
|
|
+ this.create( width, height );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ updateProgram( renderer ) {
|
|
|
+
|
|
|
+ renderer.getDrawingBufferSize( _size );
|
|
|
+
|
|
|
+ const width = this.getBufferFitSize( _size.width );
|
|
|
+ const height = this.getBufferFitSize( _size.height );
|
|
|
+
|
|
|
+ if ( this._bufferSize === null ) {
|
|
|
+
|
|
|
+ this.create( width, height );
|
|
|
+
|
|
|
+ } else if ( this._bufferSize.width !== width || this._bufferSize.height !== height ) {
|
|
|
+
|
|
|
+ this.create( width, height );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ create( width, height ) {
|
|
|
+
|
|
|
+ const { tileSize, maxLights, zSlices, maxLightsPerCluster, _chunksPerCluster: chunksPerCluster } = this;
|
|
|
+
|
|
|
+ const bufferSize = new Vector2( width, height );
|
|
|
+
|
|
|
+ const NX = Math.floor( bufferSize.width / tileSize );
|
|
|
+ const NY = Math.floor( bufferSize.height / tileSize );
|
|
|
+ const NZ = zSlices;
|
|
|
+ const clusterCount = NX * NY * NZ;
|
|
|
+
|
|
|
+ this._gridDimensions.value.set( NX, NY );
|
|
|
+
|
|
|
+ // Lights data texture (same layout as TiledLightsNode)
|
|
|
+
|
|
|
+ const lightsData = new Float32Array( maxLights * 4 * 2 );
|
|
|
+ const lightsTexture = new DataTexture( lightsData, lightsData.length / 8, 2, RGBAFormat, FloatType );
|
|
|
+
|
|
|
+ // Per Z-slice light range for Z-culling (CPU-sorted, uploaded each frame)
|
|
|
+
|
|
|
+ const zSliceRangesData = new Float32Array( NZ * 4 );
|
|
|
+ const zSliceRangesTexture = new DataTexture( zSliceRangesData, NZ, 1, RGBAFormat, FloatType );
|
|
|
+
|
|
|
+ // Per-cluster light-index storage (ivec4 chunks)
|
|
|
+
|
|
|
+ const lightIndexesArray = new Int32Array( clusterCount * chunksPerCluster * 4 );
|
|
|
+ const lightIndexes = attributeArray( lightIndexesArray, 'ivec4' ).setName( 'lightIndexes' );
|
|
|
+
|
|
|
+ // compute-side accessors (use instanceIndex)
|
|
|
+
|
|
|
+ const getClusterChunk = ( chunkIdx ) => {
|
|
|
+
|
|
|
+ const idx = instanceIndex.mul( int( chunksPerCluster ) ).add( int( chunkIdx ) );
|
|
|
+
|
|
|
+ return lightIndexes.element( idx );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ const getClusterSlot = ( slotIdx ) => {
|
|
|
+
|
|
|
+ slotIdx = int( slotIdx );
|
|
|
+
|
|
|
+ const stride = int( 4 );
|
|
|
+ const chunkOffset = slotIdx.div( stride );
|
|
|
+ const idx = instanceIndex.mul( int( chunksPerCluster ) ).add( chunkOffset );
|
|
|
+
|
|
|
+ return lightIndexes.element( idx ).element( slotIdx.mod( stride ) );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // compute: one thread per cluster
|
|
|
+
|
|
|
+ const compute = Fn( () => {
|
|
|
+
|
|
|
+ // view-space scale factors derived from the projection matrix:
|
|
|
+ // view_x = ndc_x * (-view_z) / focal_x = ndc_x * (-view_z) * invFocalX
|
|
|
+ // view_y = ndc_y * (-view_z) / focal_y = ndc_y * (-view_z) * invFocalY
|
|
|
+ // where focal_x = projMatrix[0][0] and focal_y = projMatrix[1][1].
|
|
|
+ const invFocalX = float( 1 ).div( this._cameraProjectionMatrix.element( 0 ).element( 0 ) );
|
|
|
+ const invFocalY = float( 1 ).div( this._cameraProjectionMatrix.element( 1 ).element( 1 ) );
|
|
|
+
|
|
|
+ // 3D cluster coordinates from instanceIndex
|
|
|
+ const cx = instanceIndex.mod( NX );
|
|
|
+ const cy = instanceIndex.div( NX ).mod( NY );
|
|
|
+ const cz = instanceIndex.div( NX * NY );
|
|
|
+
|
|
|
+ // NDC X/Y bounds of the cluster.
|
|
|
+ // Y is flipped: cy=0 is the top screen row (fragment y=0), which is NDC y=+1.
|
|
|
+ const ndcXmin = float( cx ).mul( 2.0 / NX ).sub( 1.0 );
|
|
|
+ const ndcXmax = float( cx.add( int( 1 ) ) ).mul( 2.0 / NX ).sub( 1.0 );
|
|
|
+ const ndcYmax = float( 1 ).sub( float( cy ).mul( 2.0 / NY ) );
|
|
|
+ const ndcYmin = float( 1 ).sub( float( cy.add( int( 1 ) ) ).mul( 2.0 / NY ) );
|
|
|
+
|
|
|
+ // View-space Z bounds (negative, exponential slicing)
|
|
|
+ const farOverNear = this._cameraFar.div( this._cameraNear );
|
|
|
+ const zNearCluster = this._cameraNear.mul( pow( farOverNear, float( cz ).mul( 1.0 / NZ ) ) ).negate();
|
|
|
+ const zFarCluster = this._cameraNear.mul( pow( farOverNear, float( cz.add( int( 1 ) ) ).mul( 1.0 / NZ ) ) ).negate();
|
|
|
+
|
|
|
+ const scaleNearX = zNearCluster.negate().mul( invFocalX );
|
|
|
+ const scaleFarX = zFarCluster.negate().mul( invFocalX );
|
|
|
+ const scaleNearY = zNearCluster.negate().mul( invFocalY );
|
|
|
+ const scaleFarY = zFarCluster.negate().mul( invFocalY );
|
|
|
+
|
|
|
+ const xMinNear = ndcXmin.mul( scaleNearX );
|
|
|
+ const xMaxNear = ndcXmax.mul( scaleNearX );
|
|
|
+ const xMinFar = ndcXmin.mul( scaleFarX );
|
|
|
+ const xMaxFar = ndcXmax.mul( scaleFarX );
|
|
|
+
|
|
|
+ const yMinNear = ndcYmin.mul( scaleNearY );
|
|
|
+ const yMaxNear = ndcYmax.mul( scaleNearY );
|
|
|
+ const yMinFar = ndcYmin.mul( scaleFarY );
|
|
|
+ const yMaxFar = ndcYmax.mul( scaleFarY );
|
|
|
+
|
|
|
+ // AABB of the 8 view-space corners (tile boundaries can straddle the view axis)
|
|
|
+ const aabbMinX = min( xMinNear, xMinFar );
|
|
|
+ const aabbMaxX = max( xMaxNear, xMaxFar );
|
|
|
+ const aabbMinY = min( yMinNear, yMinFar );
|
|
|
+ const aabbMaxY = max( yMaxNear, yMaxFar );
|
|
|
+
|
|
|
+ const aabbMin = vec3( aabbMinX, aabbMinY, zFarCluster );
|
|
|
+ const aabbMax = vec3( aabbMaxX, aabbMaxY, zNearCluster );
|
|
|
+
|
|
|
+ // clear stale data from previous frame
|
|
|
+ Loop( chunksPerCluster, ( { i } ) => {
|
|
|
+
|
|
|
+ getClusterChunk( i ).assign( ivec4( 0 ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ const index = int( 0 ).toVar();
|
|
|
+
|
|
|
+ // Z-culling: only test lights that can reach this cluster's Z-slice
|
|
|
+ const zRange = textureLoad( zSliceRangesTexture, ivec2( cz, 0 ) );
|
|
|
+ const rangeStart = int( zRange.x );
|
|
|
+ const rangeEnd = int( zRange.y );
|
|
|
+
|
|
|
+ Loop( this.maxLights, ( { i } ) => {
|
|
|
+
|
|
|
+ const lightIdx = rangeStart.add( i );
|
|
|
+
|
|
|
+ If( index.greaterThanEqual( int( maxLightsPerCluster ) ).or( lightIdx.greaterThanEqual( rangeEnd ) ), () => {
|
|
|
+
|
|
|
+ Return();
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ const { viewPosition, distance } = this.getLightData( lightIdx );
|
|
|
+
|
|
|
+ // sphere-AABB intersection in view space
|
|
|
+ const pos = viewPosition.xyz;
|
|
|
+ const closest = max( aabbMin, min( pos, aabbMax ) );
|
|
|
+ const diff = pos.sub( closest );
|
|
|
+ const distSq = dot( diff, diff );
|
|
|
+
|
|
|
+ If( distSq.lessThanEqual( distance.mul( distance ) ), () => {
|
|
|
+
|
|
|
+ getClusterSlot( index ).assign( lightIdx.add( int( 1 ) ) );
|
|
|
+ index.addAssign( int( 1 ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } )().compute( clusterCount ).setName( 'Update Clustered Lights' );
|
|
|
+
|
|
|
+ // shading-side: fragment → cluster index
|
|
|
+
|
|
|
+ const getScreenClusterIndex = Fn( () => {
|
|
|
+
|
|
|
+ const screenTile = screenCoordinate.div( tileSize ).floor();
|
|
|
+
|
|
|
+ // view-space depth from positionView (negative in front); take magnitude
|
|
|
+ const viewDepth = positionView.z.negate();
|
|
|
+
|
|
|
+ // exponential Z slice: tz = floor( log(depth/near) / log(far/near) * NZ )
|
|
|
+ const invLogFarOverNear = float( 1 ).div( log( this._cameraFar.div( this._cameraNear ) ) );
|
|
|
+ const sliceFloat = log( viewDepth.div( this._cameraNear ) ).mul( invLogFarOverNear ).mul( float( NZ ) );
|
|
|
+ const zSlice = clamp( sliceFloat.floor(), float( 0 ), float( NZ - 1 ) );
|
|
|
+
|
|
|
+ return int( screenTile.x )
|
|
|
+ .add( int( screenTile.y ).mul( int( NX ) ) )
|
|
|
+ .add( int( zSlice ).mul( int( NX * NY ) ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ const screenClusterIndex = getScreenClusterIndex().toVar();
|
|
|
+
|
|
|
+ // assigns
|
|
|
+
|
|
|
+ this._bufferSize = bufferSize;
|
|
|
+ this._lightIndexes = lightIndexes;
|
|
|
+ this._screenClusterIndex = screenClusterIndex;
|
|
|
+ this._compute = compute;
|
|
|
+ this._lightsTexture = lightsTexture;
|
|
|
+ this._zSliceRangesTexture = zSliceRangesTexture;
|
|
|
+ this._zSliceRangesData = zSliceRangesData;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ get hasLights() {
|
|
|
+
|
|
|
+ return super.hasLights || this.clusteredLights.length > 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+export default ClusteredLightsNode;
|
|
|
+
|
|
|
+/**
|
|
|
+ * TSL function that creates a clustered lights node.
|
|
|
+ *
|
|
|
+ * @tsl
|
|
|
+ * @function
|
|
|
+ * @param {number} [maxLights=1024] - Maximum number of point lights.
|
|
|
+ * @param {number} [tileSize=32] - Screen tile size in pixels.
|
|
|
+ * @param {number} [zSlices=24] - Depth slice count.
|
|
|
+ * @param {number} [maxLightsPerCluster=64] - Per-cluster light-list capacity.
|
|
|
+ * @return {ClusteredLightsNode} The clustered lights node.
|
|
|
+ */
|
|
|
+export const clusteredLights = /*@__PURE__*/ nodeProxy( ClusteredLightsNode );
|