109 lines
2.6 KiB
Plaintext
109 lines
2.6 KiB
Plaintext
/* Copyright (c) 2023, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(lines, max_vertices = 64, max_primitives = 126) out;
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layout(std140, binding = 2) uniform UniformBufferObject
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{
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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struct s_vertex
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{
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vec4 position;
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vec4 normal;
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};
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layout (std430, binding = 4) buffer _vertices
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{
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s_vertex vertices[];
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} vb;
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struct s_meshlet
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{
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uint vertices[64];
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uint indices[126];
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uint vertex_count;
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uint index_count;
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};
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layout (std430, binding = 3) buffer _meshlets
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{
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s_meshlet meshlets[];
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} mbuf;
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layout (location = 0) out PerVertexData
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{
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vec4 color;
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} v_out[];
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void main(void)
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{
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uint meshlet_index = gl_WorkGroupID.x;
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uint thread_id = gl_LocalInvocationID.x;
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uint vertex_count = mbuf.meshlets[meshlet_index].vertex_count;
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uint index_count = mbuf.meshlets[meshlet_index].index_count;
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uint primitive_count = index_count/3;
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SetMeshOutputsEXT( primitive_count * 2, primitive_count);
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float normalLength = 0.1f;
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mat4 MVP = ubo.proj * ubo.view * ubo.model;
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uint j = 0;
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uint k = 0;
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for (uint i = 0; i < primitive_count; ++i)
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{
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//triangle indices
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uint vi1 = mbuf.meshlets[meshlet_index].indices[j];
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uint vi2 = mbuf.meshlets[meshlet_index].indices[j + 1];
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uint vi3 = mbuf.meshlets[meshlet_index].indices[j + 2];
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//middle point of triangle
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vec3 pos = (vb.vertices[vi1].position.xyz + vb.vertices[vi2].position.xyz + vb.vertices[vi3].position.xyz)/3.0f;
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vec3 normal = vb.vertices[vi1].normal.xyz;
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//line vertices
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gl_MeshVerticesEXT[k].gl_Position = MVP * vec4(pos ,1.0f);
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v_out[k].color = vec4(0.0f, 0.0f, 1.0f, 1.0f);
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gl_MeshVerticesEXT[k + 1].gl_Position = MVP * vec4(pos + normal * normalLength, 1.0f);
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v_out[k + 1].color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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k = k + 2;
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j= j + 3;
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}
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//indices for line vertices
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k = 0;
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for (uint i = 0; i < primitive_count; i++)
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{
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gl_PrimitiveLineIndicesEXT[i] = uvec2(k,k+1);
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k = k + 2;
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}
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}
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