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common.h
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#ifndef CSFTHREADED_COMMON_H
#define CSFTHREADED_COMMON_H
#define VERTEX_POS 0
#define VERTEX_NORMAL 1
#define VERTEX_ASSIGNS 2
// changing these orders may break a lot of things ;)
#define UBO_ANIM 0
#define UBO_SCENE 0
#define UBO_MATRIX 1
#define UBO_MATERIAL 2
#define SSBO_MATRIXOUT 1
#define SSBO_MATRIXORIG 2
#define ANIMATION_WORKGROUPSIZE 256
#ifndef USE_POINTERS
#define USE_POINTERS 0
#endif
#ifndef USE_INDEXING
#define USE_INDEXING 0
#endif
#ifndef WIREMODE
#define WIREMODE 0
#endif
#ifdef __cplusplus
namespace csfthreaded
{
#endif
struct SceneData {
mat4 viewProjMatrix;
mat4 viewMatrix;
mat4 viewMatrixIT;
vec4 viewPos;
vec4 viewDir;
vec4 wLightPos;
ivec2 viewport;
ivec2 _pad;
};
// keep compatible to cadscene!
struct ObjectData {
mat4 worldMatrix;
mat4 worldMatrixIT;
};
// must match cadscene
struct MaterialSide {
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 emissive;
};
struct MaterialData {
MaterialSide sides[2];
};
// must match cadscene!
struct MatrixData {
mat4 worldMatrix;
mat4 worldMatrixIT;
mat4 objectMatrix;
mat4 objectMatrixIT;
};
struct AnimationData {
uint numMatrices;
float time;
vec2 _pad0;
vec3 sceneCenter;
float sceneDimension;
#ifdef __cplusplus
uint64_t animatedMatrices;
uint64_t originalMatrices;
#else
#if USE_POINTERS
MatrixData* animatedMatrices;
MatrixData* originalMatrices;
#else
uvec2 _pad1;
uvec2 _pad2;
#endif
#endif
};
#ifdef __cplusplus
}
#endif
#if defined(GL_core_profile) || defined(GL_compatibility_profile) || defined(GL_es_profile)
// prevent this to be used by c++
#ifndef UBOBINDING
#define UBOBINDING(ubo) layout(std140, binding= (ubo))
#endif
#ifndef SSBOBINDING
#define SSBOBINDING(ssbo) layout(std430, binding= (ssbo))
#endif
#ifndef MATERIAL_LAYOUT
#define MATERIAL_LAYOUT
#endif
#ifndef MATRIX_LAYOUT
#define MATRIX_LAYOUT
#endif
#ifndef MATERIAL_BINDING
#define MATERIAL_BINDING UBOBINDING(UBO_MATERIAL)
#endif
#ifndef MATRIX_BINDING
#define MATRIX_BINDING UBOBINDING(UBO_MATRIX)
#endif
#if USE_INDEXING
#ifdef INDEXING_SETUP
INDEXING_SETUP
#else
// debug
int matrixIndex = 0;
int materialIndex = 0;
#endif
#endif
#endif
#endif
/*-----------------------------------------------------------------------
Copyright (c) 2014-2016, NVIDIA. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Neither the name of its contributors may be used to endorse
or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/