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10 changed files with 124 additions and 81 deletions
45
test.mesh
45
test.mesh
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@ -1,53 +1,30 @@
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/* Copyright (c) 2021, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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mat4 modelProjectionView;
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} ubo;
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layout (binding = 1) buffer VERTEX
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{
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vec4 pos[];
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} vertex;
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layout (binding = 2) buffer INDEX {
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uint index[];
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} index;
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(triangles, max_vertices = 3, max_primitives = 1) out;
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layout(location = 0) out VertexOutput
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{
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vec4 color;
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} vertexOutput[];
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const vec4[3] colors = {
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0),
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vec4(1.0, 0.0, 0.0, 1.0)
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};
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(triangles, max_vertices = 192, max_primitives = 64) out;
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void main()
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{
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uint iid = gl_LocalInvocationID.x;
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SetMeshOutputsEXT(3, 1);
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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uint triangleID = gl_LocalInvocationIndex.x * 3;
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gl_MeshVerticesEXT[triangleID].gl_Position = mvp * vertex.pos[index.index[triangleID]];
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gl_MeshVerticesEXT[triangleID+1].gl_Position = mvp * vertex.pos[index.index[triangleID+1]];
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gl_MeshVerticesEXT[triangleID+2].gl_Position = mvp * vertex.pos[index.index[triangleID+2]];
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vertexOutput[triangleID].color = colors[triangleID];
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vertexOutput[triangleID+1].color = colors[triangleID+1];
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vertexOutput[triangleID+2].color = colors[triangleID+2];
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex.x] = uvec3(index.index[triangleID], index.index[triangleID+1], index.index[triangleID+2]);
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SetMeshOutputsEXT(192, 64);
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uint triangleID = ((gl_WorkGroupID.x * gl_WorkGroupSize.x) + gl_LocalInvocationIndex.x)*3;
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uint localID = gl_LocalInvocationIndex.x*3;
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gl_MeshVerticesEXT[localID].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID]];
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gl_MeshVerticesEXT[localID+1].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+1]];
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gl_MeshVerticesEXT[localID+2].gl_Position =ubo.modelProjectionView * vertex.pos[index.index[triangleID+2]];
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex.x] = uvec3(localID, localID+1, localID+2);
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}
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