132 lines
2.6 KiB
Plaintext
132 lines
2.6 KiB
Plaintext
const static float PI = 3.1415926535897932f;
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const static uint BLOCK_SIZE = 32;
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static const uint64_t MAX_TEXCOORDS = 8;
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static const uint32_t TASK_GROUP_SIZE = 32;
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static const uint32_t MESH_GROUP_SIZE = 32;
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struct ViewParameter
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{
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float4x4 viewMatrix;
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float4x4 inverseViewMatrix;
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float4x4 projectionMatrix;
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float4x4 inverseProjection;
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float4 cameraPos_WS;
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float2 screenDimensions;
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}
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layout(set=0)
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ParameterBlock<ViewParameter> pViewParams;
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float4 worldToModel(float4x4 inverseTransform, float4 world)
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{
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float4 model = mul(inverseTransform, world);
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model = model / model.w;
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return model;
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}
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float4 viewToWorld(float4 view)
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{
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float4 world = mul(pViewParams.inverseViewMatrix, view);
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world = world / world.w;
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return world;
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}
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float4 viewToModel(float4x4 inverseTransform, float4 view)
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{
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float4 world = viewToWorld(view);
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return worldToModel(inverseTransform, world);
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}
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float4 clipToView(float4 clip)
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{
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float4 view = mul(pViewParams.inverseProjection, clip);
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view = view / view.w;
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return view;
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}
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float4 clipToWorld(float4 clip)
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{
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float4 view = clipToView(clip);
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return viewToWorld(view);
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}
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float4 screenToView(float4 screen)
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{
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float2 texCoord = screen.xy / pViewParams.screenDimensions;
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// Convert to clip space
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float4 clip = float4( float2( texCoord.x, 1.0f-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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float4 screenToWorld(float4 screen)
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{
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float4 view = screenToView(screen);
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return viewToWorld(view);
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}
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float4 screenToModel(float4x4 inverseTransform, float4 screen)
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{
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float4 world = screenToWorld(screen);
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return worldToModel(inverseTransform, world);
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}
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float4 clipToScreen(float4 clip)
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{
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float4 ndc = clip / clip.w;
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float2 texCoords = (float2(ndc.xy) + 1.0f) / 2.0f;
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float oz = 1;
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float pz = 0 - 1;
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float zf = pz * ndc.z + oz;
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return float4(float2(texCoords.x, 1 - texCoords.y) * pViewParams.screenDimensions, zf, 1.0f);
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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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bool pointInside(float3 point)
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{
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return dot(n, point) - d > 0.0f;
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}
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};
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struct Frustum
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{
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Plane sides[4];
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bool pointInside(float3 point)
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{
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for(int p = 0; p < 4; ++p)
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{
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if(!sides[p].pointInside(point))
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{
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return false;
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}
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}
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return true;
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}
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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 = p1 - p0;
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float3 v2 = p2 - 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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return plane;
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}
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