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common.h
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common.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#define VERTEX_POS 0
#define VERTEX_NORMAL 1
#define VERTEX_ASSIGNS 2
#define VERTEX_WIREMODE 3
#define UBO_SCENE 0
#define UBO_MATRIX 1
#define UBO_MATERIAL 2
#define TEX_MATRICES 0
#define USE_BASEINSTANCE 0
//#define UNI_WIREFRAME 0
#ifdef __cplusplus
namespace csfviewer
{
using namespace glm;
#endif
struct SceneData {
mat4 viewProjMatrix;
mat4 viewMatrix;
mat4 viewMatrixIT;
vec4 viewPos;
vec4 viewDir;
vec4 wLightPos;
ivec2 viewport;
uvec2 tboMatrices;
};
#ifdef __cplusplus
}
#endif
#if defined(GL_core_profile) || defined(GL_compatibility_profile) || defined(GL_es_profile)
#extension GL_NV_command_list : enable
#if GL_NV_command_list
layout(commandBindableNV) uniform;
#endif
// prevent this to be used by c++
layout(std140,binding=UBO_SCENE) uniform sceneBuffer {
SceneData scene;
};
// must match cadscene!
layout(std140,binding=UBO_MATRIX) uniform matrixBuffer {
mat4 worldMatrix;
mat4 worldMatrixIT;
mat4 objectMatrix;
mat4 objectMatrixIT;
} object;
#extension GL_ARB_bindless_texture : enable
#extension GL_NV_bindless_texture : enable
#if GL_NV_bindless_texture
#define matricesBuffer samplerBuffer(scene.tboMatrices)
#else
layout(binding=TEX_MATRICES) uniform samplerBuffer matricesBuffer;
#endif
// must match cadscene!
#define NODE_MATRIX_WORLD 0
#define NODE_MATRIX_WORLDIT 1
#define NODE_MATRIX_OBJECT 2
#define NODE_MATRIX_OBJECTIT 3
#define NODE_MATRICES 4
mat4 getIndexedMatrix(int idx, int what)
{
int i = idx * NODE_MATRICES + what;
return mat4( texelFetch(matricesBuffer, i*4 + 0),
texelFetch(matricesBuffer, i*4 + 1),
texelFetch(matricesBuffer, i*4 + 2),
texelFetch(matricesBuffer, i*4 + 3));
}
#endif