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common.h
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common.h
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/*
* Copyright (c) 2014-2021, 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) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#define VERTEX_POS 0
#define VERTEX_COLOR 1
#define UBO_SCENE 0
#define UBO_CMDS 1
#define UNI_USE_CMDOFFSET 0
#define UNI_CONTENT_IDX_OFFSET 0
#define UNI_CONTENT_IDX_MAX 1
#define TEX_PARTICLES 0
#define TEX_PARTICLEINDICES 1
#define ABO_DATA_COUNTS 0
#define SSBO_DATA_INDIRECTS 0
#define SSBO_DATA_POINTS 1
#define SSBO_DATA_BASIC 2
#define SSBO_DATA_TESS 3
#define PARTICLE_BATCHSIZE 1024
#define PARTICLE_BASICVERTICES 12
#define PARTICLE_BASICPRIMS 20
#define PARTICLE_BASICINDICES (PARTICLE_BASICPRIMS*3)
// setting this to 1 will cause all particles to have the same "size"
// and pack color, so that the overall size of the particle is halved
#define USE_COMPACT_PARTICLE 0
#ifdef __cplusplus
namespace dynlod
{
using namespace glm;
#endif
struct DrawArrays {
uint count;
uint instanceCount;
uint first;
uint baseInstance;
};
struct DrawElements {
uint count;
uint instanceCount;
uint first;
uint baseVertex;
uint baseInstance;
uvec2 _pad;
};
struct DrawCounters {
uint farCnt;
uint medCnt;
uint nearCnt;
uint _pad;
};
struct DrawIndirects {
DrawCounters counters;
DrawArrays farArray;
DrawElements farIndexed;
DrawElements medFull;
DrawElements medRest;
DrawElements nearFull;
DrawElements nearRest;
};
struct Particle {
#if USE_COMPACT_PARTICLE
vec4 posColor;
#else
vec4 posSize;
vec4 color;
#endif
};
struct SceneData {
mat4 viewProjMatrix;
mat4 viewMatrix;
mat4 viewMatrixIT;
uvec2 viewport;
vec2 viewpixelsize;
vec4 frustum[6];
float farPixels;
float nearPixels;
float tessPixels;
float particleSize;
};
#ifdef __cplusplus
}
#endif
#if defined(GL_core_profile) || defined(GL_compatibility_profile) || defined(GL_es_profile)
// prevent this to be used by c++
#ifndef USE_INDICES
#define USE_INDICES 1
#endif
vec4 shade(vec3 normal)
{
vec3 lightDir = normalize(vec3(-1,2,1));
float intensity = dot(normalize(normal),lightDir) * 0.5 + 0.5;
return mix(vec4(0,0.25,0.75,0),vec4(1,1,1,0),intensity);
}
layout(std140,binding=UBO_SCENE) uniform sceneBuffer {
SceneData scene;
};
#endif