60 lines
2.3 KiB
GLSL
60 lines
2.3 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies 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
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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// Shader which iterates over the camera-space voxel grid and collects
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// all cells which have been flagged into a big atomic driven list.
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#pragma optionNV (unroll all)
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/light_culling.inc.glsl"
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uniform sampler2DArray FlaggedCells;
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layout(r32i) uniform iimageBuffer CellListBuffer;
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uniform writeonly iimage2DArray RESTRICT CellListIndices;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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// Iterate over all slices
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for (int i = 0; i < LC_TILE_SLICES; ++i) {
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// Check if the cell is flagged
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bool visible = texelFetch(FlaggedCells, ivec3(coord, i), 0).x > 0.5;
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if (visible) {
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// Append the cell and mark it
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// Notice: We add 1 since the first index stores the amount
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// of collected cells.
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int flag_index = imageAtomicAdd(CellListBuffer, 0, 1) + 1;
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int cell_data = coord.x | coord.y << 10 | i << 20;
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imageStore(CellListBuffer, flag_index, ivec4(cell_data));
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imageStore(CellListIndices, ivec3(coord, i), ivec4(flag_index));
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}
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}
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}
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