| #version 310 es |
| precision mediump float; |
| |
| struct Uniforms { |
| uint numTriangles; |
| uint gridSize; |
| uint pad1; |
| uint pad2; |
| vec3 bbMin; |
| vec3 bbMax; |
| }; |
| |
| struct Dbg { |
| 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; |
| }; |
| |
| 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); |
| } |
| |
| void main_count(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; |
| } |
| } |
| |
| layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| main_count(gl_GlobalInvocationID); |
| return; |
| } |
| #version 310 es |
| precision mediump float; |
| |
| struct Uniforms { |
| uint numTriangles; |
| uint gridSize; |
| uint pad1; |
| uint pad2; |
| vec3 bbMin; |
| vec3 bbMax; |
| }; |
| |
| struct Dbg { |
| 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; |
| }; |
| |
| 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); |
| } |
| |
| void main_create_lut(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); |
| } |
| |
| layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| main_create_lut(gl_GlobalInvocationID); |
| return; |
| } |
| #version 310 es |
| precision mediump float; |
| |
| struct Uniforms { |
| uint numTriangles; |
| uint gridSize; |
| uint pad1; |
| uint pad2; |
| vec3 bbMin; |
| vec3 bbMax; |
| }; |
| |
| struct Dbg { |
| 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; |
| }; |
| |
| 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); |
| } |
| |
| void main_sort_triangles(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() { |
| main_sort_triangles(gl_GlobalInvocationID); |
| return; |
| } |