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meshletbbox.vert.glsl
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/*
* Copyright (c) 2016-2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#ifdef VULKAN
#extension GL_GOOGLE_include_directive : enable
#else
#extension GL_ARB_shading_language_include : enable
#endif
#include "config.h"
#if !IS_VULKAN
#extension GL_NV_gpu_shader5 : require
#extension GL_NV_bindless_texture : require
#endif
#include "common.h"
//////////////////////////////////////
#if IS_VULKAN
layout(push_constant) uniform pushConstant{
uvec4 geometryOffsets;
};
layout(std140, binding = SCENE_UBO_VIEW, set = DSET_SCENE) uniform sceneBuffer {
SceneData scene;
};
layout(std140, binding= 0, set = DSET_OBJECT) uniform objectBuffer {
ObjectData object;
};
layout(std430, binding = GEOMETRY_SSBO_MESHLETDESC, set = DSET_GEOMETRY) buffer meshletDescBuffer {
uvec4 meshletDescs[];
};
layout(std430, binding = GEOMETRY_SSBO_PRIM, set = DSET_GEOMETRY) buffer primIndexBuffer {
uvec2 primIndices[];
};
layout(binding=GEOMETRY_TEX_VBO, set=DSET_GEOMETRY) uniform samplerBuffer texVbo;
layout(binding=GEOMETRY_TEX_ABO, set=DSET_GEOMETRY) uniform samplerBuffer texAbo;
#else
layout(location = 0) uniform uvec4 geometryOffsets;
// x: mesh, y: prim, z: index, w: vertex
layout(std140, binding = UBO_SCENE_VIEW) uniform sceneBuffer {
SceneData scene;
};
layout(std140, binding = UBO_OBJECT) uniform objectBuffer {
ObjectData object;
};
// keep in sync with binding order defined via GEOMETRY_
layout(std140, binding = UBO_GEOMETRY) uniform geometryBuffer{
uvec4* meshletDescs;
uvec2* primIndices;
samplerBuffer texVbo;
samplerBuffer texAbo;
};
#endif
//////////////////////////////////////
#include "nvmeshlet_utils.glsl"
//////////////////////////////////////
layout(location=0) out VertexOut{
vec3 bboxCtr;
vec3 bboxDim;
vec3 coneNormal;
float coneAngle;
flat uint meshletID;
} OUT;
void main()
{
#if IS_VULKAN
uint meshletID = uint(gl_VertexIndex);
#else
uint meshletID = uint(gl_VertexID);
#endif
uvec4 meshlet = meshletDescs[meshletID + geometryOffsets.x];
vec3 bboxMin;
vec3 bboxMax;
decodeBbox(meshlet, object, bboxMin, bboxMax);
vec3 ctr = (bboxMax + bboxMin) * 0.5;
vec3 dim = (bboxMax - bboxMin) * 0.5;
OUT.bboxCtr = ctr;
OUT.bboxDim = dim;
decodeNormalAngle(meshlet, object, OUT.coneNormal, OUT.coneAngle);
bool cull = earlyCull(meshlet, object);
#if SHOW_CULLED
cull = !cull;
#endif
if (cull) {
OUT.meshletID = ~0u;
}
else {
OUT.meshletID = meshletID;
}
}