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Jorijn van der Graaf 2025-06-13 23:59:36 +02:00
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/*
Crafter®.Graphics
Copyright (C) 2025 Catcrafts®
Catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3.0 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#version 450
#extension GL_EXT_mesh_shader : require
layout (binding = 0) uniform UBO
{
mat4 modelProjectionView;
} ubo;
struct VertexType
{
vec4 position;
vec4 color;
};
layout (std140, binding = 1) buffer VERTEX
{
VertexType pos[];
} vertex;
layout (binding = 2) buffer INDEX {
uint index[];
} index;
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(triangles, max_vertices = 192, max_primitives = 64) out;
layout (location = 0) out PerVertexData
{
vec4 color;
} outVert[];
void main()
{
SetMeshOutputsEXT(192, 64);
uint triangleID = ((gl_WorkGroupID.x * gl_WorkGroupSize.x) + gl_LocalInvocationIndex.x)*3;
uint localID = gl_LocalInvocationIndex.x*3;
gl_MeshVerticesEXT[localID].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID]].position;
gl_MeshVerticesEXT[localID+1].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+1]].position;
gl_MeshVerticesEXT[localID+2].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+2]].position;
outVert[localID].color = vertex.pos[index.index[triangleID]].color;
outVert[localID + 1].color = vertex.pos[index.index[triangleID+1]].color;
outVert[localID + 2].color = vertex.pos[index.index[triangleID+2]].color;
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex.x] = uvec3(localID, localID+1, localID+2);
}