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https://github.com/OpenSpace/OpenSpace.git
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84 lines
3.8 KiB
GLSL
84 lines
3.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2018 *
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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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#ifndef _ABUFFERRESOURCES_GLSL_
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#define _ABUFFERRESOURCES_GLSL_
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#include "abufferfragment.glsl"
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#define MAX_LAYERS #{rendererData.maxLayers}
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ABufferFragment fragments[MAX_LAYERS];
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uint fragmentIndices[MAX_LAYERS];
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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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const uint NULL_POINTER = 0;
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void storeFragment(uint index, ABufferFragment aBufferFrag) {
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imageStore(fragmentTexture, int(index), _raw_(aBufferFrag));
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}
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ABufferFragment loadFragment(uint index) {
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uvec4 raw = imageLoad(fragmentTexture, int(index));
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ABufferFragment aBufferFragment;
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_raw_(aBufferFragment, raw);
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return aBufferFragment;
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}
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/**
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* Load fragments into the #fragments array.
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*/
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uint loadFragments() {
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uint currentIndex = imageLoad(anchorPointerTexture, ivec2(gl_FragCoord.xy)).x;
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int nFrags = 0;
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while (currentIndex != NULL_POINTER && nFrags < MAX_LAYERS) {
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ABufferFragment frag = loadFragment(currentIndex);
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fragments[nFrags] = frag;
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fragmentIndices[nFrags] = currentIndex;
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currentIndex = _next_(frag);
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nFrags++;
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}
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return nFrags;
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}
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/**
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* Store the current contents of the fragments array back into the abuffer.
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*/
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void storeFragments(uint nFrags) {
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if (nFrags == 0)
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return;
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uint maxFragIndex = nFrags - 1;
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for (int i = 0; i < maxFragIndex; i++) {
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_next_(fragments[i], fragmentIndices[i+1]);
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storeFragment(fragmentIndices[i], fragments[i]);
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}
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_next_(fragments[maxFragIndex], NULL_POINTER);
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storeFragment(fragmentIndices[maxFragIndex], fragments[maxFragIndex]);
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}
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#endif
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