overte-HifiExperiments/libraries/render-utils/src/drawWorkloadView.slv
2018-04-18 18:16:06 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// drawItemBounds.slv
// vertex shader
//
// Created by Sam Gateau on 6/29/2015.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include gpu/Color.slh@>
<$declareColorWheel()$>
uniform vec4 inColor;
struct WorkloadView {
vec4 direction_far;
vec4 fov;
vec4 origin;
vec4 backFront[2];
vec4 regions[3];
};
#if defined(GPU_GL410)
uniform samplerBuffer workloadViewsBuffer;
WorkloadView getWorkloadView(int i) {
int offset = 2 * i;
WorkloadView view;
view.origin = texelFetch(workloadViewsBuffer, offset);
view.radiuses = texelFetch(workloadViewsBuffer, offset + 1);
return view;
}
#else
layout(std140) buffer workloadViewsBuffer {
WorkloadView _views[];
};
WorkloadView getWorkloadView(int i) {
WorkloadView view = _views[i];
return view;
}
#endif
out vec4 varColor;
out vec3 varTexcoord;
const int NUM_VERTICES_PER_SEGMENT = 2;
const int NUM_SEGMENT_PER_VIEW_REGION = 65;
const int NUM_VERTICES_PER_VIEW_REGION = NUM_SEGMENT_PER_VIEW_REGION * NUM_VERTICES_PER_SEGMENT;
const int NUM_REGIONS_PER_VIEW = 3;
const int NUM_VERTICES_PER_VIEW = NUM_VERTICES_PER_VIEW_REGION * NUM_REGIONS_PER_VIEW;
layout(std140) uniform drawMeshBuffer {
vec4 verts[NUM_SEGMENT_PER_VIEW_REGION];
};
void main(void) {
int viewID = gl_VertexID / NUM_VERTICES_PER_VIEW;
int viewVertexID = gl_VertexID - viewID * NUM_VERTICES_PER_VIEW;
int regionID = viewVertexID / NUM_VERTICES_PER_VIEW_REGION;
int regionVertexID = viewVertexID - regionID * NUM_VERTICES_PER_VIEW_REGION;
int segmentID = regionVertexID / NUM_VERTICES_PER_SEGMENT;
int segmentVertexID = regionVertexID - segmentID * NUM_VERTICES_PER_SEGMENT;
vec4 segment = verts[segmentID];
vec4 spriteVert = vec4(segment.y, 0.0, segment.x, 1.0);
vec3 spriteTan = vec3(segment.x, 0.0, -segment.y);
vec3 lateralDir = vec3(0.0, -1.0 + 2.0 * float(segmentVertexID), 0.0);
WorkloadView view = getWorkloadView(viewID);
vec4 region = view.regions[regionID];
vec4 proxyPosWorld = vec4(region.xyz, 1.0);
float regionRadius = region.w;
// Define the sprite space
vec3 dirZ = -normalize(view.direction_far.xyz);
vec3 dirY = vec3(0.0, 1.0, 0.0);
vec3 dirX = normalize(cross(dirY, dirZ));
dirY = normalize(cross(dirZ, dirX));
spriteVert.xyz *= regionRadius;
vec3 originSpaceVert = (dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
vec4 pos = vec4(proxyPosWorld.xyz + originSpaceVert, 1.0);
vec3 originSpaceTan = normalize(dirX * spriteTan.x + dirY * spriteTan.y + dirZ * spriteTan.z);
// standard transform, bring pos in view space
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
vec4 posEye;
<$transformModelToEyePos(cam, obj, pos, posEye)$>
vec3 tanEye;
<$transformModelToEyeDir(cam, obj, originSpaceTan, tanEye)$>
lateralDir = normalize(cross(vec3(0.0, 0.0, 1.0), normalize(tanEye)));
posEye.xyz += (0.05 * (regionID + 1)) * (-1.0 + 2.0 * float(segmentVertexID)) * lateralDir;
<$transformEyeToClipPos(cam, posEye, gl_Position)$>
varTexcoord = spriteVert.xyz;
// Convert region to color
varColor = vec4(colorWheel(float(regionID) / 4.0), -1.0);
}