352 lines
No EOL
15 KiB
Text
352 lines
No EOL
15 KiB
Text
#version 450
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 geom_rot;
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mat4 view;
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mat4 proj;
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vec3 camera_pos;
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bool[16] use_geom_shader;
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} ubo;
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layout(binding = 3) readonly buffer SceneInfoBuffer {
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uint compounds[];
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};
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layout(binding = 4) buffer SceneInfoBuffer2 {
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uint volumes[];
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};
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layout(binding = 5) buffer SizedVertices {
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float vertices[];
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};
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layout(binding = 6) buffer Indices {
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uint indices[];
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};
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layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
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uvec4 unpack_color(uint val) {
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// left most 8 bits first
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uint val1 = (val >> 24);
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uint val2 = (val << 8) >> 24;
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uint val3 = (val << 16) >> 24;
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uint val4 = (val << 24) >> 24;
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return uvec4(val4, val3, val2, val1);
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}
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void add_cube(uint cube_num, float scale, vec3 pos, vec3 color) {
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// add node info for the cube
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//vertice 0
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vertices[(cube_num * 8 + 0) * 11 + 0] = pos.x - 0.5 * scale;
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vertices[(cube_num * 8 + 0) * 11 + 1] = pos.y + 0.5 * scale;
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vertices[(cube_num * 8 + 0) * 11 + 2] = pos.z + 0.5 * scale;
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vertices[(cube_num * 8 + 0) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 0) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 0) * 11 + 5] = color.z;
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//vertice 1
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vertices[(cube_num * 8 + 1) * 11 + 0] = pos.x + 0.5 * scale;
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vertices[(cube_num * 8 + 1) * 11 + 1] = pos.y + 0.5 * scale;
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vertices[(cube_num * 8 + 1) * 11 + 2] = pos.z + 0.5 * scale;
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vertices[(cube_num * 8 + 1) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 1) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 1) * 11 + 5] = color.z;
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//vertice 2
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vertices[(cube_num * 8 + 2) * 11 + 0] = pos.x - 0.5 * scale;
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vertices[(cube_num * 8 + 2) * 11 + 1] = pos.y - 0.5 * scale;
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vertices[(cube_num * 8 + 2) * 11 + 2] = pos.z + 0.5 * scale;
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vertices[(cube_num * 8 + 2) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 2) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 2) * 11 + 5] = color.z;
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//vertice 3
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vertices[(cube_num * 8 + 3) * 11 + 0] = pos.x + 0.5 * scale;
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vertices[(cube_num * 8 + 3) * 11 + 1] = pos.y - 0.5 * scale;
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vertices[(cube_num * 8 + 3) * 11 + 2] = pos.z + 0.5 * scale;
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vertices[(cube_num * 8 + 3) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 3) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 3) * 11 + 5] = color.z;
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//vertice 4
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vertices[(cube_num * 8 + 4) * 11 + 0] = pos.x - 0.5 * scale;
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vertices[(cube_num * 8 + 4) * 11 + 1] = pos.y + 0.5 * scale;
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vertices[(cube_num * 8 + 4) * 11 + 2] = pos.z - 0.5 * scale;
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vertices[(cube_num * 8 + 4) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 4) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 4) * 11 + 5] = color.z;
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//vertice 5
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vertices[(cube_num * 8 + 5) * 11 + 0] = pos.x + 0.5 * scale;
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vertices[(cube_num * 8 + 5) * 11 + 1] = pos.y + 0.5 * scale;
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vertices[(cube_num * 8 + 5) * 11 + 2] = pos.z - 0.5 * scale;
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vertices[(cube_num * 8 + 5) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 5) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 5) * 11 + 5] = color.z;
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//vertice 6
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vertices[(cube_num * 8 + 6) * 11 + 0] = pos.x - 0.5 * scale;
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vertices[(cube_num * 8 + 6) * 11 + 1] = pos.y - 0.5 * scale;
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vertices[(cube_num * 8 + 6) * 11 + 2] = pos.z - 0.5 * scale;
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vertices[(cube_num * 8 + 6) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 6) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 6) * 11 + 5] = color.z;
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//vertice 7
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vertices[(cube_num * 8 + 7) * 11 + 0] = pos.x + 0.5 * scale;
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vertices[(cube_num * 8 + 7) * 11 + 1] = pos.y - 0.5 * scale;
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vertices[(cube_num * 8 + 7) * 11 + 2] = pos.z - 0.5 * scale;
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vertices[(cube_num * 8 + 7) * 11 + 3] = color.x;
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vertices[(cube_num * 8 + 7) * 11 + 4] = color.y;
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vertices[(cube_num * 8 + 7) * 11 + 5] = color.z;
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//add indices for the cube
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//top
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indices[cube_num * 36 + 0] = cube_num * 8 + 3;
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indices[cube_num * 36 + 1] = cube_num * 8 + 0;
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indices[cube_num * 36 + 2] = cube_num * 8 + 2;
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indices[cube_num * 36 + 3] = cube_num * 8 + 3;
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indices[cube_num * 36 + 4] = cube_num * 8 + 1;
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indices[cube_num * 36 + 5] = cube_num * 8 + 0;
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//bottom
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indices[cube_num * 36 + 6] = cube_num * 8 + 6;
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indices[cube_num * 36 + 7] = cube_num * 8 + 4;
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indices[cube_num * 36 + 8] = cube_num * 8 + 7;
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indices[cube_num * 36 + 9] = cube_num * 8 + 4;
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indices[cube_num * 36 + 10] = cube_num * 8 + 5;
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indices[cube_num * 36 + 11] = cube_num * 8 + 7;
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//left
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indices[cube_num * 36 + 12] = cube_num * 8 + 0;
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indices[cube_num * 36 + 13] = cube_num * 8 + 4;
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indices[cube_num * 36 + 14] = cube_num * 8 + 2;
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indices[cube_num * 36 + 15] = cube_num * 8 + 6;
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indices[cube_num * 36 + 16] = cube_num * 8 + 2;
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indices[cube_num * 36 + 17] = cube_num * 8 + 4;
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//right
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indices[cube_num * 36 + 18] = cube_num * 8 + 1;
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indices[cube_num * 36 + 19] = cube_num * 8 + 3;
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indices[cube_num * 36 + 20] = cube_num * 8 + 5;
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indices[cube_num * 36 + 21] = cube_num * 8 + 5;
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indices[cube_num * 36 + 22] = cube_num * 8 + 3;
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indices[cube_num * 36 + 23] = cube_num * 8 + 7;
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//near
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indices[cube_num * 36 + 24] = cube_num * 8 + 6;
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indices[cube_num * 36 + 25] = cube_num * 8 + 3;
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indices[cube_num * 36 + 26] = cube_num * 8 + 2;
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indices[cube_num * 36 + 27] = cube_num * 8 + 3;
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indices[cube_num * 36 + 28] = cube_num * 8 + 6;
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indices[cube_num * 36 + 29] = cube_num * 8 + 7;
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//far
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indices[cube_num * 36 + 30] = cube_num * 8 + 0;
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indices[cube_num * 36 + 31] = cube_num * 8 + 1;
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indices[cube_num * 36 + 32] = cube_num * 8 + 4;
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indices[cube_num * 36 + 33] = cube_num * 8 + 5;
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indices[cube_num * 36 + 34] = cube_num * 8 + 4;
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indices[cube_num * 36 + 35] = cube_num * 8 + 1;
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}
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void main() {
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uint index = gl_GlobalInvocationID.x;
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uint output_offset = 0;
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uint compound_start = 0;
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// iterate over the compounds and find the work index inside of it
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while (index > compounds[compound_start] * compounds[compound_start]) {
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output_offset += compounds[compound_start] * compounds[compound_start] * compounds[compound_start];
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index -= compounds[compound_start] * compounds[compound_start];
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compound_start = compounds[compound_start + 2];
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}
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// grid pos in the task
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uint compound_grid_size = compounds[compound_start];
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float compound_scale = uintBitsToFloat(compounds[compound_start + 1]);
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vec3 mid_offset = vec3(compound_scale * 0.5, compound_scale * 0.5, compound_scale * 0.5);
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uint y = index % compound_grid_size;
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uint x = (index - y) / compound_grid_size;
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vec3 compound_pos = vec3(uintBitsToFloat(compounds[compound_start + 5]), uintBitsToFloat(compounds[compound_start + 6]), uintBitsToFloat(compounds[compound_start + 7]));
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// iterate upwards along the z axis
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for (uint z=0; z < compound_grid_size; z++) {
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// iterate over the included shapes
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vec3 check_pos = compound_pos + vec3(float(x) * compound_scale, float(y) * compound_scale, float(z) * compound_scale) + mid_offset;
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uvec4 color_roughness;
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bool render = false;
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vec3 color = vec3(0.0, 0.0, 1.0);
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bool transparent = false;
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//handle included shapes
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for (uint o=0; o < compounds[compound_start + 3]; o++) {
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uint component_index = compounds[compound_start + 9 + o];
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uint component_type = compounds[component_index];
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vec3 component_pos = vec3(uintBitsToFloat(compounds[component_index + 1]), uintBitsToFloat(compounds[component_index + 2]), uintBitsToFloat(compounds[component_index + 3]));
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vec3 component_rot = vec3(uintBitsToFloat(compounds[component_index + 4]), uintBitsToFloat(compounds[component_index + 5]), uintBitsToFloat(compounds[component_index + 6]));
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mat3 component_rot_mat = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, cos(component_rot.x), sin(component_rot.x)),
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vec3(0.0, -sin(component_rot.x), cos(component_rot.x))
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) * mat3(
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vec3(cos(component_rot.y), 0.0, sin(component_rot.y)),
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vec3(0.0, 1.0, 0.0),
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vec3(-sin(component_rot.y), 0.0, cos(component_rot.y))
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) * mat3(
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vec3(cos(component_rot.z), sin(component_rot.z), 0.0),
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vec3(-sin(component_rot.z), cos(component_rot.y), 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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uvec4 component_color = unpack_color(compounds[component_index + 7]);
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uint transparent = compounds[component_index + 8];
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if (component_type == 0) {
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// handle sphere
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float radius = uintBitsToFloat(compounds[component_index + 9]);
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render = length(component_pos - check_pos) <= radius;
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if (render) {
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color = vec3(float(component_color.x) / 255.0, float(component_color.y) / 255.0, float(component_color.z) / 255.0);
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break;
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}
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continue;
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}
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if (component_type == 1) {
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// handle cone
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float radius1 = uintBitsToFloat(compounds[component_index + 9]);
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float radius2 = uintBitsToFloat(compounds[component_index + 10]);
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vec3 direction = component_rot_mat * vec3(uintBitsToFloat(compounds[component_index + 11]), uintBitsToFloat(compounds[component_index + 12]), uintBitsToFloat(compounds[component_index + 13]));
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vec3 diff = check_pos - component_pos;
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float factor = dot(direction, diff) / dot(direction, direction);
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vec3 n = diff - factor * direction;
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float radius = radius1 * (1.0 - factor) + radius2 * factor;
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render = length(n) <= radius && 0 <= factor && factor <= 1.0;
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if (render) {
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color = vec3(float(component_color.x) / 255.0, float(component_color.y) / 255.0, float(component_color.z) / 255.0);
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break;
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}
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continue;
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}
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if (component_type == 2) {
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// handle cone
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vec3 size = vec3(uintBitsToFloat(compounds[component_index + 9]), uintBitsToFloat(compounds[component_index + 10]), uintBitsToFloat(compounds[component_index + 11]));
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vec3 direction1 = component_rot_mat * vec3(size.x, 0.0, 0.0) / 2.0;
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vec3 direction2 = component_rot_mat * vec3(0.0, size.y, 0.0) / 2.0;
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vec3 direction3 = component_rot_mat * vec3(0.0, 0.0, size.z) / 2.0;
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vec3 diff = check_pos - component_pos;
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float factor1 = dot(direction1, diff) / dot(direction1, direction1);
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float factor2 = dot(direction2, diff) / dot(direction2, direction2);
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float factor3 = dot(direction3, diff) / dot(direction3, direction3);
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render = (-1.0 <= factor1 && factor1 <= 1.0) && (-1.0 <= factor2 && factor2 <= 1.0) && (-1.0 <= factor3 && factor3 <= 1.0);
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if (render) {
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color = vec3(float(component_color.x) / 255.0, float(component_color.y) / 255.0, float(component_color.z) / 255.0);
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break;
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}
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continue;
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}
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}
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//handle excluded shapes
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for (uint o=0; o < compounds[compound_start + 4]; o++) {
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uint component_index = compounds[compound_start + 9 + compounds[compound_start + 3] + o];
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uint component_type = compounds[component_index];
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vec3 component_pos = vec3(uintBitsToFloat(compounds[component_index + 1]), uintBitsToFloat(compounds[component_index + 2]), uintBitsToFloat(compounds[component_index + 3]));
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vec3 component_rot = vec3(uintBitsToFloat(compounds[component_index + 4]), uintBitsToFloat(compounds[component_index + 5]), uintBitsToFloat(compounds[component_index + 6]));
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mat3 component_rot_mat = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, cos(component_rot.x), sin(component_rot.x)),
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vec3(0.0, -sin(component_rot.x), cos(component_rot.x))
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) * mat3(
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vec3(cos(component_rot.y), 0.0, sin(component_rot.y)),
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vec3(0.0, 1.0, 0.0),
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vec3(-sin(component_rot.y), 0.0, cos(component_rot.y))
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) * mat3(
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vec3(cos(component_rot.z), sin(component_rot.z), 0.0),
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vec3(-sin(component_rot.z), cos(component_rot.y), 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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uvec4 color = unpack_color(compounds[component_index + 7]);
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uint transparent = compounds[component_index + 8];
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if (component_type == 0) {
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// handle sphere
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float radius = uintBitsToFloat(compounds[component_index + 9]);
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render = render && !(length(component_pos - check_pos) <= radius);
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if (!render) {
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break;
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}
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continue;
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}
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if (component_type == 1) {
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// handle cone
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float radius1 = uintBitsToFloat(compounds[component_index + 9]);
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float radius2 = uintBitsToFloat(compounds[component_index + 10]);
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vec3 direction = component_rot_mat * vec3(uintBitsToFloat(compounds[component_index + 11]), uintBitsToFloat(compounds[component_index + 12]), uintBitsToFloat(compounds[component_index + 13]));
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vec3 diff = check_pos - component_pos;
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float factor = dot(direction, diff) / dot(direction, direction);
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vec3 n = diff - factor * direction;
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float radius = radius1 * (1.0 - factor) + radius2 * factor;
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render = render && !(length(n) <= radius && 0 <= factor && factor <= 1.0);
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if (!render) {
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break;
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}
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continue;
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}
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if (component_type == 2) {
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// handle cone
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vec3 size = vec3(uintBitsToFloat(compounds[component_index + 9]), uintBitsToFloat(compounds[component_index + 10]), uintBitsToFloat(compounds[component_index + 11]));
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vec3 direction1 = component_rot_mat * vec3(size.x, 0.0, 0.0) / 2.0;
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vec3 direction2 = component_rot_mat * vec3(0.0, size.y, 0.0) / 2.0;
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vec3 direction3 = component_rot_mat * vec3(0.0, 0.0, size.z) / 2.0;
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vec3 diff = check_pos - component_pos;
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float factor1 = dot(direction1, diff) / dot(direction1, direction1);
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float factor2 = dot(direction2, diff) / dot(direction2, direction2);
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float factor3 = dot(direction3, diff) / dot(direction3, direction3);
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render = render && !((-1.0 <= factor1 && factor1 <= 1.0) && (-1.0 <= factor2 && factor2 <= 1.0) && (-1.0 <= factor3 && factor3 <= 1.0));
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if (!render) {
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break;
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}
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continue;
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}
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}
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if (render) {
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add_cube(output_offset + index * compound_grid_size + z, compound_scale, check_pos, color);
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}
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}
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//volumes[index] = compounds[index];
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} |