/* Copyright (c) 2023, Mobica Limited * * SPDX-License-Identifier: Apache-2.0 * * 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. */ #version 450 #extension GL_EXT_mesh_shader : require layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(lines, max_vertices = 64, max_primitives = 126) out; layout(std140, binding = 2) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; struct s_vertex { vec4 position; vec4 normal; }; layout (std430, binding = 4) buffer _vertices { s_vertex vertices[]; } vb; struct s_meshlet { uint vertices[64]; uint indices[126]; uint vertex_count; uint index_count; }; layout (std430, binding = 3) buffer _meshlets { s_meshlet meshlets[]; } mbuf; layout (location = 0) out PerVertexData { vec4 color; } v_out[]; void main(void) { uint meshlet_index = gl_WorkGroupID.x; uint thread_id = gl_LocalInvocationID.x; uint vertex_count = mbuf.meshlets[meshlet_index].vertex_count; uint index_count = mbuf.meshlets[meshlet_index].index_count; uint primitive_count = index_count/3; SetMeshOutputsEXT( primitive_count * 2, primitive_count); float normalLength = 0.1f; mat4 MVP = ubo.proj * ubo.view * ubo.model; uint j = 0; uint k = 0; for (uint i = 0; i < primitive_count; ++i) { //triangle indices uint vi1 = mbuf.meshlets[meshlet_index].indices[j]; uint vi2 = mbuf.meshlets[meshlet_index].indices[j + 1]; uint vi3 = mbuf.meshlets[meshlet_index].indices[j + 2]; //middle point of triangle vec3 pos = (vb.vertices[vi1].position.xyz + vb.vertices[vi2].position.xyz + vb.vertices[vi3].position.xyz)/3.0f; vec3 normal = vb.vertices[vi1].normal.xyz; //line vertices gl_MeshVerticesEXT[k].gl_Position = MVP * vec4(pos ,1.0f); v_out[k].color = vec4(0.0f, 0.0f, 1.0f, 1.0f); gl_MeshVerticesEXT[k + 1].gl_Position = MVP * vec4(pos + normal * normalLength, 1.0f); v_out[k + 1].color = vec4(1.0f, 0.0f, 0.0f, 1.0f); k = k + 2; j= j + 3; } //indices for line vertices k = 0; for (uint i = 0; i < primitive_count; i++) { gl_PrimitiveLineIndicesEXT[i] = uvec2(k,k+1); k = k + 2; } }