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meshletbbox.vert.glsl
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meshletbbox.vert.glsl
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/* Copyright (c) 2016-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_ARB_shading_language_include : enable
#if !IS_VULKAN
#extension GL_NV_gpu_shader5 : require
#extension GL_NV_bindless_texture : require
#endif
#include "common.h"
//////////////////////////////////////
#if IS_VULKAN
#if USE_PER_GEOMETRY_VIEWS
uvec4 geometryOffsets = uvec4(0, 0, 0, 0);
#else
layout(push_constant) uniform pushConstant{
uvec4 geometryOffsets;
};
#endif
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_IBO, set=DSET_GEOMETRY) uniform usamplerBuffer texIbo;
layout(binding=GEOMETRY_TEX_VBO, set=DSET_GEOMETRY) uniform samplerBuffer texVbo;
layout(binding=GEOMETRY_TEX_ABO, set=DSET_GEOMETRY) uniform samplerBuffer texAbo;
#else
#if USE_PER_GEOMETRY_VIEWS
uvec4 geometryOffsets = uvec4(0,0,0,0);
#else
layout(location = 0) uniform uvec4 geometryOffsets;
// x: mesh, y: prim, z: index, w: vertex
#endif
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;
usamplerBuffer texIbo;
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;
}
}