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- /*
- * Copyright 2022 Liam Twigger. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "bgfx_compute.sh"
- //instance data for all instances (pre culling)
- BUFFER_RO(instanceDataIn, vec4, 0);
- // Output
- BUFFER_WO(indirectBuffer, uvec4, 1);
- BUFFER_WO(instanceBufferOut, vec4, 2);
- #ifdef INDIRECT_COUNT
- BUFFER_WO(indirectCountBuffer, int, 3);
- #endif
- uniform vec4 u_drawParams;
- // Use 64*1*1 local threads
- NUM_THREADS(64, 1, 1)
- void main()
- {
- int tId = int(gl_GlobalInvocationID.x);
- int numDrawItems = int(u_drawParams.x);
- int sideSize = int(u_drawParams.y);
- float time = u_drawParams.z;
- // Work out the amount of work we're going to do here
- int maxToDraw = min(sideSize*sideSize, numDrawItems);
- int numToDrawPerThread = maxToDraw/64 + 1;
- int idxStart = tId*numToDrawPerThread;
- int idxMax = min(maxToDraw, (tId+1)*numToDrawPerThread);
- // Prepare draw mtx
- for (int k = idxStart; k < idxMax; k++) {
- int yy = k / sideSize;
- int xx = k % sideSize;
- float _ax = time + xx * 0.21f;
- float _ay = time + yy * 0.37f;
- float sx = sin(_ax);
- float cx = cos(_ax);
- float sy = sin(_ay);
- float cy = cos(_ay);
- vec4 a = vec4( cy, 0, sy, 0);
- vec4 b = vec4( sx*sy, cx, -sx*cy, 0);
- vec4 c = vec4(-cx*sy, sx, cx*cy, 0);
- vec4 d = vec4(-15.0f - (sideSize-11)*1.2f + float(xx) * 3.0f, -15.0f - (sideSize-11)*1.4f + float(yy) * 3.0f, max(0.0f, (sideSize-11.0f)*3.0f), 1.0f);
- vec4 color;
- color.x = sin(time + float(xx) / 11.0f) * 0.5f + 0.5f;
- color.y = cos(time + float(yy) / 11.0f) * 0.5f + 0.5f;
- color.z = sin(time * 3.0f) * 0.5f + 0.5f;
- color.w = 1.0f;
- instanceBufferOut[k*5+0] = a;
- instanceBufferOut[k*5+1] = b;
- instanceBufferOut[k*5+2] = c;
- instanceBufferOut[k*5+3] = d;
- instanceBufferOut[k*5+4] = color;
- }
- // Fill indirect buffer
- for (int k = idxStart; k < idxMax; k++) {
- drawIndexedIndirect(
- // Target location params:
- indirectBuffer, // target buffer
- k, // index in buffer
- // Draw call params:
- instanceDataIn[k].w, // number of indices for this draw call
- 1u, // number of instances for this draw call. You can disable this draw call by setting to zero
- instanceDataIn[k].z, // offset in the index buffer
- instanceDataIn[k].x, // offset in the vertex buffer. Note that you can use this to "reindex" submeshses - all indicies in this draw will be decremented by this amount
- k // offset in the instance buffer. If you are drawing more than 1 instance per call see gpudrivenrendering for how to handle
- );
- }
- #ifdef INDIRECT_COUNT
- if (tId == 0)
- {
- // If BGFX_CAPS_DRAW_INDIRECT_COUNT is supported, you can limit the
- // number of draw calls dynamically without a CPU round trip
- indirectCountBuffer[0] = maxToDraw;
- }
- #endif
- }
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