mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 03:29:44 -06:00
161 lines
6.6 KiB
Plaintext
161 lines
6.6 KiB
Plaintext
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#if ABUFFER_IMPLEMENTATION == ABUFFER_SINGLE_LINKED
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layout (binding = 0, r32ui) uniform uimage2D anchorPointerTexture;
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layout (binding = 1, rgba32ui) uniform uimageBuffer fragmentTexture;
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layout (binding = 0, offset = 0) uniform atomic_uint atomicCounterBuffer;
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#endif
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#if ABUFFER_IMPLEMENTATION == ABUFFER_FIXED
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layout (binding = 0, r32ui) uniform uimage2D anchorPointerTexture;
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layout (binding = 1, rgba32ui) uniform uimageBuffer fragmentTexture;
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#define _MAX_LAYERS_ MAX_LAYERS
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#define _SCREEN_WIDTH_ SCREEN_WIDTH
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#define _SCREEN_HEIGHT_ SCREEN_HEIGHT
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#endif
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layout(location = 0) out vec4 framebuffer_output_color;
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ABufferStruct_t createGeometryFragment(vec4 fragColor, vec4 position) {
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ABufferStruct_t frag;
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_col_(frag, fragColor);
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_z_(frag, gl_FragCoord.z);
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_type_(frag, 0);
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_pos_(frag, position);
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return frag;
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}
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ABufferStruct_t createGeometryFragment(vec4 fragColor, vec4 position, float z) {
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ABufferStruct_t frag;
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_col_(frag, fragColor);
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_z_(frag, z);
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_type_(frag, 0);
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_pos_(frag, position);
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return frag;
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}
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void addToBuffer(ABufferStruct_t frag) {
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#if ABUFFER_IMPLEMENTATION == ABUFFER_FRAMEBUFFER
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framebuffer_output_color = _col_(frag);
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gl_FragDepth = _z_(frag);
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#endif
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#if ABUFFER_IMPLEMENTATION == ABUFFER_SINGLE_LINKED
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#ifdef ABUFFER_INCLUDE_POSITION
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uint index = atomicCounterIncrement(atomicCounterBuffer);
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index *= 2;
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uint old_head = imageAtomicExchange(anchorPointerTexture, ivec2(gl_FragCoord.xy), index);
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_next_(frag,old_head);
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uvec4 p1 = uvec4(frag.z, frag.id, frag.rg, frag.ba);
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uvec4 p2 = uvec4(floatBitsToUint(frag.position.x),floatBitsToUint(frag.position.y),floatBitsToUint(frag.position.z),floatBitsToUint(frag.position.w));
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imageStore(fragmentTexture, int(index), p1);
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imageStore(fragmentTexture, int(index+1), p2);
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#else
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uint index = atomicCounterIncrement(atomicCounterBuffer);
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uint old_head = imageAtomicExchange(anchorPointerTexture, ivec2(gl_FragCoord.xy), index);
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_next_(frag,old_head);
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uvec4 p1 = uvec4(frag.z, frag.id, frag.rg, frag.ba);
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imageStore(fragmentTexture, int(index), p1);
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#endif
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discard;
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#endif
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#if ABUFFER_IMPLEMENTATION == ABUFFER_FIXED
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#ifdef ABUFFER_INCLUDE_POSITION
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uint index = imageAtomicAdd(anchorPointerTexture, ivec2(gl_FragCoord.xy), 1);
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if(index < _MAX_LAYERS_) {
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int offset = (int(gl_FragCoord.y) * _SCREEN_WIDTH_ + int(gl_FragCoord.x))*_MAX_LAYERS_ + int(index)*2;
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uvec4 p1 = uvec4(frag.z, frag.id, frag.rg, frag.ba);
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uvec4 p2 = uvec4(floatBitsToUint(frag.position.x),floatBitsToUint(frag.position.y),floatBitsToUint(frag.position.z),floatBitsToUint(frag.position.w));
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imageStore(fragmentTexture, int(offset), p1);
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imageStore(fragmentTexture, int(offset+1), p2);
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} else {
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imageAtomicAdd(anchorPointerTexture, ivec2(gl_FragCoord.xy), -1);
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}
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#else
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uint index = imageAtomicAdd(anchorPointerTexture, ivec2(gl_FragCoord.xy), 1);
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if(index < _MAX_LAYERS_) {
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int offset = (int(gl_FragCoord.y) * _SCREEN_WIDTH_ + int(gl_FragCoord.x))*_MAX_LAYERS_ + int(index);
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uvec4 p1 = uvec4(frag.z, frag.id, frag.rg, frag.ba);
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imageStore(fragmentTexture, int(offset), p1);
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} else {
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imageAtomicAdd(anchorPointerTexture, ivec2(gl_FragCoord.xy), -1);
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}
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#endif
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discard;
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#endif
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}
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ABufferStruct_t loadFromBuffer(uint id) {
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#ifdef ABUFFER_INCLUDE_POSITION
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#if ABUFFER_IMPLEMENTATION == ABUFFER_SINGLE_LINKED
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uvec4 u1 = imageLoad(fragmentTexture, int(id));
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uvec4 u2 = imageLoad(fragmentTexture, int(id+1));
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#endif
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#if ABUFFER_IMPLEMENTATION == ABUFFER_FIXED
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int offset = (int(gl_FragCoord.y) * _SCREEN_WIDTH_ + int(gl_FragCoord.x))*_MAX_LAYERS_ + int(id);
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uvec4 u1 = imageLoad(fragmentTexture, int(offset));
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uvec4 u2 = imageLoad(fragmentTexture, int(offset+1));
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#endif
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#if ABUFFER_IMPLEMENTATION == ABUFFER_SINGLE_LINKED || ABUFFER_IMPLEMENTATION == ABUFFER_FIXED
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vec4 position = vec4( uintBitsToFloat(u2.x),
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uintBitsToFloat(u2.y),
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uintBitsToFloat(u2.z),
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uintBitsToFloat(u2.w));
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return ABufferStruct_t(u1.x, u1.y, u1.z, u1.w, position);
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#endif
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#else
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#if ABUFFER_IMPLEMENTATION == ABUFFER_SINGLE_LINKED
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uvec4 u1 = imageLoad(fragmentTexture, int(id));
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//uvec4 u2 = imageLoad(fragmentTexture, int(id+1));
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#endif
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#if ABUFFER_IMPLEMENTATION == ABUFFER_FIXED
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int offset = (int(gl_FragCoord.y) * _SCREEN_WIDTH_ + int(gl_FragCoord.x))*_MAX_LAYERS_ + int(id);
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uvec4 u1 = imageLoad(fragmentTexture, int(offset));
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//uvec4 u2 = imageLoad(fragmentTexture, int(offset+1));
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#endif
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#if ABUFFER_IMPLEMENTATION == ABUFFER_SINGLE_LINKED || ABUFFER_IMPLEMENTATION == ABUFFER_FIXED
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return ABufferStruct_t(u1.x, u1.y, u1.z, u1.w);
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#endif
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#endif
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ABufferStruct_t frag;
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return frag;
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}
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