nightshade 0.8.0

A cross-platform data-oriented game engine.
Documentation
struct ModelMatrix {
    model: mat4x4<f32>,
    normal_matrix: mat3x3<f32>,
};

struct ObjectData {
    transform_index: u32,
    mesh_id: u32,
    material_id: u32,
    batch_id: u32,
    morph_weights: array<f32, 8>,
    morph_target_count: u32,
    morph_displacement_offset: u32,
    mesh_vertex_offset: u32,
    mesh_vertex_count: u32,
    entity_id: u32,
    is_overlay: u32,
    skip_occlusion: u32,
    _padding0: u32,
};

struct MeshBounds {
    center: vec3<f32>,
    radius: f32,
};

struct MeshBoundsAABB {
    min: vec3<f32>,
    _pad0: f32,
    max: vec3<f32>,
    _pad1: f32,
};

struct DrawIndexedIndirect {
    index_count: u32,
    instance_count: atomic<u32>,
    first_index: u32,
    base_vertex: i32,
    first_instance: u32,
};

struct CullingUniforms {
    frustum_planes: array<vec4<f32>, 6>,
    view_projection: mat4x4<f32>,
    screen_size: vec2<f32>,
    hiz_mip_count: f32,
    occlusion_enabled: u32,
    object_count: u32,
    min_screen_pixel_size: f32,
    projection_scale_y: f32,
};

@group(0) @binding(0)
var<storage, read> transforms: array<ModelMatrix>;

@group(0) @binding(1)
var<storage, read> objects: array<ObjectData>;

@group(0) @binding(2)
var<uniform> culling: CullingUniforms;

@group(0) @binding(3)
var<storage, read> mesh_bounds: array<MeshBounds>;

@group(0) @binding(4)
var<storage, read_write> indirect_commands: array<DrawIndexedIndirect>;

@group(0) @binding(5)
var<storage, read_write> visible_indices: array<u32>;

@group(0) @binding(6)
var hiz_texture: texture_2d<f32>;

@group(0) @binding(7)
var<storage, read> mesh_aabbs: array<MeshBoundsAABB>;

struct MeshLodInfo {
    lod_count: u32,
    thresholds: array<f32, 3>,
};

@group(0) @binding(8)
var<storage, read> mesh_lod: array<MeshLodInfo>;

fn sphere_in_frustum(center: vec3<f32>, radius: f32) -> bool {
    for (var i = 0u; i < 6u; i++) {
        let plane = culling.frustum_planes[i];
        let distance = dot(plane.xyz, center) + plane.w;
        if distance < -radius {
            return false;
        }
    }
    return true;
}

struct ProjectedAABB {
    screen_min: vec2<f32>,
    screen_max: vec2<f32>,
    nearest_z: f32,
    valid: bool,
};

fn project_corners_to_screen(corners: array<vec3<f32>, 8>) -> ProjectedAABB {
    var result: ProjectedAABB;
    result.screen_min = vec2(1.0);
    result.screen_max = vec2(0.0);
    result.nearest_z = 0.0;
    result.valid = true;

    for (var i = 0u; i < 8u; i++) {
        let clip = culling.view_projection * vec4(corners[i], 1.0);
        if clip.w <= 0.0 {
            result.valid = false;
            return result;
        }
        let ndc = clip.xyz / clip.w;
        let uv = vec2(ndc.x * 0.5 + 0.5, 1.0 - (ndc.y * 0.5 + 0.5));
        result.screen_min = min(result.screen_min, uv);
        result.screen_max = max(result.screen_max, uv);
        result.nearest_z = max(result.nearest_z, ndc.z);
    }

    return result;
}

fn is_occluded(corners: array<vec3<f32>, 8>) -> bool {
    if culling.occlusion_enabled == 0u {
        return false;
    }

    let projected = project_corners_to_screen(corners);

    if !projected.valid {
        return false;
    }

    let pixel_pad = vec2(8.0) / culling.screen_size;
    let padded_min = clamp(projected.screen_min - pixel_pad, vec2(0.0), vec2(1.0));
    let padded_max = clamp(projected.screen_max + pixel_pad, vec2(0.0), vec2(1.0));

    if padded_min.x >= padded_max.x || padded_min.y >= padded_max.y {
        return false;
    }

    let rect_size = max(
        (padded_max.x - padded_min.x) * culling.screen_size.x,
        (padded_max.y - padded_min.y) * culling.screen_size.y
    );
    let mip = i32(clamp(ceil(log2(rect_size)), 0.0, culling.hiz_mip_count - 1.0));
    let mip_size = vec2<f32>(textureDimensions(hiz_texture, mip));

    let min_texel = clamp(vec2<i32>(floor(padded_min * mip_size)), vec2(0), vec2<i32>(mip_size) - vec2(1));
    let max_texel = clamp(vec2<i32>(floor(padded_max * mip_size)), vec2(0), vec2<i32>(mip_size) - vec2(1));

    var hiz_depth = 1.0;
    for (var y = min_texel.y; y <= max_texel.y; y++) {
        for (var x = min_texel.x; x <= max_texel.x; x++) {
            let d = textureLoad(hiz_texture, vec2(x, y), mip).r;
            hiz_depth = min(hiz_depth, d);
        }
    }

    return projected.nearest_z < hiz_depth;
}

@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    let object_index = global_id.x;

    if object_index >= culling.object_count {
        return;
    }

    let object = objects[object_index];

    if object.batch_id == 0xFFFFFFFFu {
        return;
    }

    let bounds = mesh_bounds[object.mesh_id];
    let transform = transforms[object.transform_index];
    let local_center = vec4<f32>(bounds.center, 1.0);
    let world_center = transform.model * local_center;
    let world_pos = world_center.xyz;
    let scale_x = length(vec3<f32>(transform.model[0][0], transform.model[0][1], transform.model[0][2]));
    let scale_y = length(vec3<f32>(transform.model[1][0], transform.model[1][1], transform.model[1][2]));
    let scale_z = length(vec3<f32>(transform.model[2][0], transform.model[2][1], transform.model[2][2]));
    let max_scale = max(max(scale_x, scale_y), scale_z);
    let bounding_radius = max_scale * bounds.radius;

    var visible = sphere_in_frustum(world_pos, bounding_radius);

    var screen_diameter = 0.0;
    if visible {
        let clip = culling.view_projection * vec4(world_pos, 1.0);
        if clip.w > 0.0 {
            screen_diameter = bounding_radius * culling.projection_scale_y * culling.screen_size.y / clip.w;
            if culling.min_screen_pixel_size > 0.0 && screen_diameter < culling.min_screen_pixel_size {
                visible = false;
            }
        }
    }

    if visible && culling.occlusion_enabled != 0u && object.is_overlay == 0u && object.skip_occlusion == 0u {
        let aabb = mesh_aabbs[object.mesh_id];
        let model = transforms[object.transform_index].model;
        let edge0 = model[0].xyz * (aabb.max.x - aabb.min.x);
        let edge1 = model[1].xyz * (aabb.max.y - aabb.min.y);
        let edge2 = model[2].xyz * (aabb.max.z - aabb.min.z);
        let base = (model * vec4(aabb.min, 1.0)).xyz;

        let corners = array<vec3<f32>, 8>(
            base,
            base + edge0,
            base + edge1,
            base + edge0 + edge1,
            base + edge2,
            base + edge0 + edge2,
            base + edge1 + edge2,
            base + edge0 + edge1 + edge2,
        );

        if is_occluded(corners) {
            visible = false;
        }
    }

    if visible {
        let lod_info = mesh_lod[object.mesh_id];
        var lod_level = 0u;

        if lod_info.lod_count > 1u {
            lod_level = lod_info.lod_count - 1u;
            for (var level = 0u; level < lod_info.lod_count - 1u; level++) {
                if screen_diameter >= lod_info.thresholds[level] {
                    lod_level = level;
                    break;
                }
            }
        }

        let target_batch = object.batch_id + lod_level;
        let write_index = atomicAdd(&indirect_commands[target_batch].instance_count, 1u);
        let first_instance = indirect_commands[target_batch].first_instance;
        visible_indices[first_instance + write_index] = object_index;
    }
}