MetaCoreEngineV2/rpcore/shader/tiled_culling.vert.glsl
2026-01-13 17:06:06 +08:00

68 lines
2.5 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
in vec4 p3d_Vertex;
uniform isamplerBuffer CellListBuffer;
uniform int threadCount;
uint get_slice_count(uint cell_count) {
return uint(ceil(float(cell_count * threadCount) / LC_CULLING_SLICE_WIDTH));
}
void main() {
// XXX: Get rid of all of this unnecessary uint divides. It does not matter
// much for performance (since this is a vertex shader), but the logic
// is still awful and could be much simpler.
// I don't want to move the logic to the CPU though, as passing uniforms
// is totally slow without UBO's.
// Find the amount of cells to shade
int num_total_cells = texelFetch(CellListBuffer, 0).x;
// Compute the amount of pixel lines required to shade all cells
uint num_used_slices = get_slice_count(num_total_cells);
// Compute the percentage factor of the used slices
uint max_tiles = MainSceneData.lc_tile_count.x *
MainSceneData.lc_tile_count.y *
LC_TILE_SLICES;
uint max_slices = get_slice_count(max_tiles);
float percentage_height = saturate(num_used_slices / float(max_slices));
// percentage_height = 1;
// Store the vertex position.
gl_Position = vec4(
p3d_Vertex.x,
fma(fma(p3d_Vertex.z, 0.5, 0.5) * percentage_height, 2.0, -1.0) , 0, 1);
}