Path: blob/main/crates/bevy_pbr/src/render/occlusion_culling.wgsl
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// Occlusion culling utility functions. #define_import_path bevy_pbr::occlusion_culling fn get_aabb_size_in_pixels(aabb: vec4<f32>, depth_pyramid: texture_2d<f32>) -> vec2<f32> { let depth_pyramid_size_mip_0 = vec2<f32>(textureDimensions(depth_pyramid, 0)); let aabb_width_pixels = (aabb.z - aabb.x) * depth_pyramid_size_mip_0.x; let aabb_height_pixels = (aabb.w - aabb.y) * depth_pyramid_size_mip_0.y; return vec2(aabb_width_pixels, aabb_height_pixels); } fn get_occluder_depth( aabb: vec4<f32>, aabb_pixel_size: vec2<f32>, depth_pyramid: texture_2d<f32> ) -> f32 { let aabb_width_pixels = aabb_pixel_size.x; let aabb_height_pixels = aabb_pixel_size.y; let depth_pyramid_size_mip_0 = vec2<f32>(textureDimensions(depth_pyramid, 0)); let depth_level = max(0, i32(ceil(log2(max(aabb_width_pixels, aabb_height_pixels))))); // TODO: Naga doesn't like this being a u32 let depth_pyramid_size = vec2<f32>(textureDimensions(depth_pyramid, depth_level)); let aabb_top_left = vec2<u32>(aabb.xy * depth_pyramid_size); let depth_quad_a = textureLoad(depth_pyramid, aabb_top_left, depth_level).x; let depth_quad_b = textureLoad(depth_pyramid, aabb_top_left + vec2(1u, 0u), depth_level).x; let depth_quad_c = textureLoad(depth_pyramid, aabb_top_left + vec2(0u, 1u), depth_level).x; let depth_quad_d = textureLoad(depth_pyramid, aabb_top_left + vec2(1u, 1u), depth_level).x; return min(min(depth_quad_a, depth_quad_b), min(depth_quad_c, depth_quad_d)); }