314 lines
7.9 KiB
GLSL
314 lines
7.9 KiB
GLSL
#version 310 es
|
|
precision mediump float;
|
|
|
|
|
|
layout (binding = 0) uniform Uniforms_1 {
|
|
uint numTriangles;
|
|
uint gridSize;
|
|
uint pad1;
|
|
uint pad2;
|
|
vec3 bbMin;
|
|
vec3 bbMax;
|
|
} uniforms;
|
|
layout (binding = 10) buffer U32s_1 {
|
|
uint values[];
|
|
} indices;
|
|
layout (binding = 11) buffer F32s_1 {
|
|
float values[];
|
|
} positions;
|
|
layout (binding = 20) buffer AU32s_1 {
|
|
uint values[];
|
|
} counters;
|
|
layout (binding = 21) buffer AI32s_1 {
|
|
int values[];
|
|
} LUT;
|
|
layout (binding = 50) buffer Dbg_1 {
|
|
uint offsetCounter;
|
|
uint pad0;
|
|
uint pad1;
|
|
uint pad2;
|
|
uint value0;
|
|
uint value1;
|
|
uint value2;
|
|
uint value3;
|
|
float value_f32_0;
|
|
float value_f32_1;
|
|
float value_f32_2;
|
|
float value_f32_3;
|
|
} dbg;
|
|
|
|
vec3 toVoxelPos(vec3 position) {
|
|
vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
|
|
vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
|
|
vec3 bbSize = (bbMax - bbMin);
|
|
float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
|
|
float gridSize = float(uniforms.gridSize);
|
|
float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
|
|
float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
|
|
float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
|
|
return vec3(gx, gy, gz);
|
|
}
|
|
|
|
uint toIndex1D(uint gridSize, vec3 voxelPos) {
|
|
uvec3 icoord = uvec3(voxelPos);
|
|
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
|
|
}
|
|
|
|
vec3 loadPosition(uint vertexIndex) {
|
|
vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
|
|
return position;
|
|
}
|
|
|
|
void doIgnore() {
|
|
uint g42 = uniforms.numTriangles;
|
|
uint kj6 = dbg.value1;
|
|
uint b53 = atomicOr(counters.values[0], 0u);
|
|
uint rwg = indices.values[0];
|
|
float rb5 = positions.values[0];
|
|
int g55 = atomicOr(LUT.values[0], 0);
|
|
}
|
|
|
|
struct tint_symbol_1 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
|
|
void main_count_inner(uvec3 GlobalInvocationID) {
|
|
uint triangleIndex = GlobalInvocationID.x;
|
|
if ((triangleIndex >= uniforms.numTriangles)) {
|
|
return;
|
|
}
|
|
doIgnore();
|
|
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
|
|
uint i1 = indices.values[((3u * triangleIndex) + 1u)];
|
|
uint i2 = indices.values[((3u * triangleIndex) + 2u)];
|
|
vec3 p0 = loadPosition(i0);
|
|
vec3 p1 = loadPosition(i1);
|
|
vec3 p2 = loadPosition(i2);
|
|
vec3 center = (((p0 + p1) + p2) / 3.0f);
|
|
vec3 voxelPos = toVoxelPos(center);
|
|
uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
|
|
uint acefg = atomicAdd(counters.values[voxelIndex], 1u);
|
|
if ((triangleIndex == 0u)) {
|
|
dbg.value0 = uniforms.gridSize;
|
|
dbg.value_f32_0 = center.x;
|
|
dbg.value_f32_1 = center.y;
|
|
dbg.value_f32_2 = center.z;
|
|
}
|
|
}
|
|
|
|
struct tint_symbol_3 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
struct tint_symbol_5 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
|
|
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
|
|
void main_count(tint_symbol_1 tint_symbol) {
|
|
main_count_inner(tint_symbol.GlobalInvocationID);
|
|
return;
|
|
}
|
|
void main() {
|
|
tint_symbol_1 inputs;
|
|
inputs.GlobalInvocationID = gl_GlobalInvocationID;
|
|
main_count(inputs);
|
|
}
|
|
|
|
|
|
#version 310 es
|
|
precision mediump float;
|
|
|
|
|
|
layout (binding = 0) uniform Uniforms_1 {
|
|
uint numTriangles;
|
|
uint gridSize;
|
|
uint pad1;
|
|
uint pad2;
|
|
vec3 bbMin;
|
|
vec3 bbMax;
|
|
} uniforms;
|
|
layout (binding = 10) buffer U32s_1 {
|
|
uint values[];
|
|
} indices;
|
|
layout (binding = 11) buffer F32s_1 {
|
|
float values[];
|
|
} positions;
|
|
layout (binding = 20) buffer AU32s_1 {
|
|
uint values[];
|
|
} counters;
|
|
layout (binding = 21) buffer AI32s_1 {
|
|
int values[];
|
|
} LUT;
|
|
layout (binding = 50) buffer Dbg_1 {
|
|
uint offsetCounter;
|
|
uint pad0;
|
|
uint pad1;
|
|
uint pad2;
|
|
uint value0;
|
|
uint value1;
|
|
uint value2;
|
|
uint value3;
|
|
float value_f32_0;
|
|
float value_f32_1;
|
|
float value_f32_2;
|
|
float value_f32_3;
|
|
} dbg;
|
|
|
|
void doIgnore() {
|
|
uint g42 = uniforms.numTriangles;
|
|
uint kj6 = dbg.value1;
|
|
uint b53 = atomicOr(counters.values[0], 0u);
|
|
uint rwg = indices.values[0];
|
|
float rb5 = positions.values[0];
|
|
int g55 = atomicOr(LUT.values[0], 0);
|
|
}
|
|
|
|
struct tint_symbol_1 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
struct tint_symbol_3 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
|
|
void main_create_lut_inner(uvec3 GlobalInvocationID) {
|
|
uint voxelIndex = GlobalInvocationID.x;
|
|
doIgnore();
|
|
uint maxVoxels = ((uniforms.gridSize * uniforms.gridSize) * uniforms.gridSize);
|
|
if ((voxelIndex >= maxVoxels)) {
|
|
return;
|
|
}
|
|
uint numTriangles = atomicOr(counters.values[voxelIndex], 0u);
|
|
int offset = -1;
|
|
if ((numTriangles > 0u)) {
|
|
offset = int(atomicAdd(dbg.offsetCounter, numTriangles));
|
|
}
|
|
atomicExchange(LUT.values[voxelIndex], offset);
|
|
}
|
|
|
|
struct tint_symbol_5 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
|
|
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
|
|
void main_create_lut(tint_symbol_3 tint_symbol_2) {
|
|
main_create_lut_inner(tint_symbol_2.GlobalInvocationID);
|
|
return;
|
|
}
|
|
void main() {
|
|
tint_symbol_3 inputs;
|
|
inputs.GlobalInvocationID = gl_GlobalInvocationID;
|
|
main_create_lut(inputs);
|
|
}
|
|
|
|
|
|
#version 310 es
|
|
precision mediump float;
|
|
|
|
|
|
layout (binding = 0) uniform Uniforms_1 {
|
|
uint numTriangles;
|
|
uint gridSize;
|
|
uint pad1;
|
|
uint pad2;
|
|
vec3 bbMin;
|
|
vec3 bbMax;
|
|
} uniforms;
|
|
layout (binding = 10) buffer U32s_1 {
|
|
uint values[];
|
|
} indices;
|
|
layout (binding = 11) buffer F32s_1 {
|
|
float values[];
|
|
} positions;
|
|
layout (binding = 20) buffer AU32s_1 {
|
|
uint values[];
|
|
} counters;
|
|
layout (binding = 21) buffer AI32s_1 {
|
|
int values[];
|
|
} LUT;
|
|
layout (binding = 50) buffer Dbg_1 {
|
|
uint offsetCounter;
|
|
uint pad0;
|
|
uint pad1;
|
|
uint pad2;
|
|
uint value0;
|
|
uint value1;
|
|
uint value2;
|
|
uint value3;
|
|
float value_f32_0;
|
|
float value_f32_1;
|
|
float value_f32_2;
|
|
float value_f32_3;
|
|
} dbg;
|
|
|
|
vec3 toVoxelPos(vec3 position) {
|
|
vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
|
|
vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
|
|
vec3 bbSize = (bbMax - bbMin);
|
|
float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
|
|
float gridSize = float(uniforms.gridSize);
|
|
float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
|
|
float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
|
|
float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
|
|
return vec3(gx, gy, gz);
|
|
}
|
|
|
|
uint toIndex1D(uint gridSize, vec3 voxelPos) {
|
|
uvec3 icoord = uvec3(voxelPos);
|
|
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
|
|
}
|
|
|
|
vec3 loadPosition(uint vertexIndex) {
|
|
vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
|
|
return position;
|
|
}
|
|
|
|
void doIgnore() {
|
|
uint g42 = uniforms.numTriangles;
|
|
uint kj6 = dbg.value1;
|
|
uint b53 = atomicOr(counters.values[0], 0u);
|
|
uint rwg = indices.values[0];
|
|
float rb5 = positions.values[0];
|
|
int g55 = atomicOr(LUT.values[0], 0);
|
|
}
|
|
|
|
struct tint_symbol_1 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
struct tint_symbol_3 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
struct tint_symbol_5 {
|
|
uvec3 GlobalInvocationID;
|
|
};
|
|
|
|
void main_sort_triangles_inner(uvec3 GlobalInvocationID) {
|
|
uint triangleIndex = GlobalInvocationID.x;
|
|
doIgnore();
|
|
if ((triangleIndex >= uniforms.numTriangles)) {
|
|
return;
|
|
}
|
|
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
|
|
uint i1 = indices.values[((3u * triangleIndex) + 1u)];
|
|
uint i2 = indices.values[((3u * triangleIndex) + 2u)];
|
|
vec3 p0 = loadPosition(i0);
|
|
vec3 p1 = loadPosition(i1);
|
|
vec3 p2 = loadPosition(i2);
|
|
vec3 center = (((p0 + p1) + p2) / 3.0f);
|
|
vec3 voxelPos = toVoxelPos(center);
|
|
uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
|
|
int triangleOffset = atomicAdd(LUT.values[voxelIndex], 1);
|
|
}
|
|
|
|
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
|
|
void main_sort_triangles(tint_symbol_5 tint_symbol_4) {
|
|
main_sort_triangles_inner(tint_symbol_4.GlobalInvocationID);
|
|
return;
|
|
}
|
|
void main() {
|
|
tint_symbol_5 inputs;
|
|
inputs.GlobalInvocationID = gl_GlobalInvocationID;
|
|
main_sort_triangles(inputs);
|
|
}
|
|
|
|
|