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draw_shell.vert.glsl
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/*
* Copyright (c) 2022-2023, 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) 2022-2023 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_control_flow_attributes : require
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_16bit_storage : enable
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_shader_atomic_int64 : enable
#extension GL_EXT_buffer_reference2 : enable
#extension GL_NV_fragment_shader_barycentric : enable
#include "common.h"
#include "common_mesh.h"
////////////////////////////////////////////////////////////////
layout(scalar, binding = DRAWSTD_UBO_VIEW) uniform sceneBuffer {
SceneData scene;
SceneData sceneLast;
};
layout(scalar, binding = DRAWSTD_SSBO_STATS) coherent buffer statsBuffer {
ShaderStats stats;
};
layout(scalar, binding = DRAWSTD_UBO_MESH) uniform meshBuffer {
MeshData mesh;
};
layout(push_constant) uniform pushDraw {
DrawPushData push;
};
////////////////////////////////////////////////////////////////
layout(location=0) out Interpolants {
float shell;
} OUT;
////////////////////////////////////////////////////////////////
// to avoid multiple shaders the shell rendering is done as follows
// - we render triangles with polygon mode lines
// - object is rendered in two passes with the same shader, but in different modes
// - first, the object is drawn as triangles with indexbuffer and instancing twice
// gl_InstanceIndex 0 is the min shell, 1 the max shell
// - second, the object is drawn as triangles, no indexbuffer, one per vertex
// this is the pass that generates the lines along direction vectors
// we create one triangle per direction vector where 1 vertex is atop
// and two at bottom. We nudge the bottom vertex by one pixel
void main()
{
uint vertexID;
float shell;
float nudge = 0;
if (push.shellDir != 0)
{
vertexID = push.firstVertex + (gl_VertexIndex/3);
shell = float(gl_VertexIndex & 1);
// * 2 because of -1,1 clipspace
nudge = (gl_VertexIndex % 3) == 2 ? 2.0/float(scene.viewportf.x) : 0.0f;
}
else
{
vertexID = push.firstVertex + gl_VertexIndex;
shell = float(gl_InstanceIndex);
}
vec3 oPos = mesh.positions.d[vertexID];
f16vec3 oDir = mesh.dispDirections.d[vertexID].xyz;
#if USE_DIRECTION_BOUNDS
boundsVec2 bounds0 = mesh.dispDirectionBounds.d[vertexID];
oPos = oPos + oDir * bounds0.x;
oDir = oDir * float16_t(bounds0.y);
#endif
mat4 worldMatrix = mesh.instances.d[push.instanceID].worldMatrix;
float disp = mix(push.shellMin, push.shellMax, shell);
oPos += oDir * disp;
vec4 wPos = worldMatrix * vec4(oPos,1);
OUT.shell = shell;
gl_Position = scene.viewProjMatrix * wPos;
// in the shellDir case we have 3 vertices per triangle (one triangle per line)
// vertex 0 is bottom, vertex 1 is tip, vertex 2 is bottom again
// we nudge vertex 2 by one pixel
// * hPos.w to get nudge from screenspace into clipspace
gl_Position.x += nudge * gl_Position.w;
}