overte/libraries/render-utils/src/WorkloadResource.slh

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//
// Created by Sam Gateau on 7/31/2018.
// Copyright 2018 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
//
<@if not WORKLOAD_RESOURCE_SLH@>
<@def WORKLOAD_RESOURCE_SLH@>
<@include gpu/Color.slh@>
<$declareColorWheel()$>
const vec4 REGION_COLOR[4] = vec4[4](
vec4(0.0, 1.0, 0.0, 1.0),
vec4(1.0, 0.6, 0.0, 1.0),
vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.3, 0.0, 0.8, 1.0)
);
<@func declareWorkloadProxies() @>
struct WorkloadProxy {
vec4 sphere;
vec4 region;
};
#if !defined(GPU_SSBO_TRANSFORM_OBJECT)
LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT0_TEXTURE) uniform samplerBuffer workloadProxiesBuffer;
WorkloadProxy getWorkloadProxy(int i) {
int offset = 2 * i;
WorkloadProxy proxy;
proxy.sphere = texelFetch(workloadProxiesBuffer, offset);
proxy.region = texelFetch(workloadProxiesBuffer, offset + 1);
return proxy;
}
#else
LAYOUT_STD140(binding=GPU_RESOURCE_BUFFER_SLOT0_STORAGE) buffer workloadProxiesBuffer {
WorkloadProxy _proxies[];
};
WorkloadProxy getWorkloadProxy(int i) {
WorkloadProxy proxy = _proxies[i];
return proxy;
}
#endif
<@endfunc@>
<@func declareWorkloadViews() @>
struct WorkloadView {
vec4 direction_far;
vec4 fov;
vec4 origin;
vec4 backFront[2];
vec4 regions[3];
};
#if !defined(GPU_SSBO_TRANSFORM_OBJECT)
LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT1_TEXTURE) uniform samplerBuffer workloadViewsBuffer;
WorkloadView getWorkloadView(int i) {
int offset = 8 * i;
WorkloadView view;
view.direction_far = texelFetch(workloadViewsBuffer, offset + 0);
view.fov = texelFetch(workloadViewsBuffer, offset + 1);
view.origin = texelFetch(workloadViewsBuffer, offset + 2);
view.backFront[0] = texelFetch(workloadViewsBuffer, offset + 3);
view.backFront[1] = texelFetch(workloadViewsBuffer, offset + 4);
view.regions[0] = texelFetch(workloadViewsBuffer, offset + 5);
view.regions[1] = texelFetch(workloadViewsBuffer, offset + 6);
view.regions[2] = texelFetch(workloadViewsBuffer, offset + 7);
return view;
}
#else
LAYOUT_STD140(binding=GPU_RESOURCE_BUFFER_SLOT1_STORAGE) buffer workloadViewsBuffer {
WorkloadView _views[];
};
WorkloadView getWorkloadView(int i) {
WorkloadView view = _views[i];
return view;
}
#endif
<@endfunc@>
<@endif@>