Redo of render paths
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@@ -0,0 +1,62 @@
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const static float PI = 3.1415926535897932f;
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const static uint MAX_PARTICLES = 65536;
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const static uint BLOCK_SIZE = 8;
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cbuffer ScreenToViewParams
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{
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float4x4 inverseProjection;
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float2 screenDimensions;
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}
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// Convert clip space coordinates to view space
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float4 clipToView( float4 clip )
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{
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// View space position.
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float4 view = mul( inverseProjection, clip );
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// Perspective projection.
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view = view / view.w;
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return view;
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}
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// Convert screen space coordinates to view space.
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float4 screenToView( float4 screen )
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{
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// Convert to normalized texture coordinates
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float2 texCoord = screen.xy / screenDimensions;
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// Convert to clip space
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float4 clip = float4( float2( texCoord.x, -texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
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return clipToView( clip );
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}
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struct Plane
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{
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float3 n;
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float d;
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float3 p0;
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float3 p1;
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float3 p2;
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};
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struct Frustum
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{
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Plane planes[4];
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};
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Plane computePlane(float3 p0, float3 p1, float3 p2)
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{
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Plane plane;
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float3 v0 = p2 - p0;
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float3 v2 = p1 - p0;
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plane.n = normalize(cross(v0, v2));
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plane.d = dot(plane.n, p0);
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plane.p0 = p0;
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plane.p1 = p1;
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plane.p2 = p2;
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return plane;
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}
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