07bc4e2f96
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
235 lines
5.3 KiB
GLSL
235 lines
5.3 KiB
GLSL
/* clang-format off */
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[vertex]
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#version 450
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VERSION_DEFINES
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struct CellData {
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uint position; // xyz 10 bits
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uint albedo; //rgb albedo
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uint emission; //rgb normalized with e as multiplier
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uint normal; //RGB normal encoded
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};
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/* clang-format on */
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layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
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CellData data[];
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}
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cell_data;
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layout(set = 0, binding = 2) uniform texture3D color_tex;
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layout(set = 0, binding = 3) uniform sampler tex_sampler;
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#ifdef USE_ANISOTROPY
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layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex;
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layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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mat4 projection;
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uint cell_offset;
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float dynamic_range;
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float alpha;
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uint level;
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ivec3 bounds;
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uint pad;
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}
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params;
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layout(location = 0) out vec4 color_interp;
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void main() {
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const vec3 cube_triangles[36] = vec3[](
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(1.0f, 1.0f, -1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(1.0f, -1.0f, 1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(1.0f, -1.0f, -1.0f),
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vec3(1.0f, 1.0f, -1.0f),
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vec3(1.0f, -1.0f, -1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(1.0f, -1.0f, 1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3(-1.0f, -1.0f, -1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(-1.0f, -1.0f, 1.0f),
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vec3(1.0f, -1.0f, 1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(1.0f, -1.0f, -1.0f),
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vec3(1.0f, 1.0f, -1.0f),
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vec3(1.0f, -1.0f, -1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(1.0f, -1.0f, 1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(1.0f, 1.0f, -1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f, -1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(1.0f, 1.0f, 1.0f),
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vec3(-1.0f, 1.0f, 1.0f),
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vec3(1.0f, -1.0f, 1.0f));
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vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5;
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#ifdef MODE_DEBUG_LIGHT_FULL
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uvec3 posu = uvec3(gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y, gl_InstanceIndex / (params.bounds.y * params.bounds.x));
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#else
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uint cell_index = gl_InstanceIndex + params.cell_offset;
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uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
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#endif
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#ifdef MODE_DEBUG_EMISSION
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color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
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#endif
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#ifdef MODE_DEBUG_COLOR
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color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz;
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#endif
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#ifdef MODE_DEBUG_LIGHT
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#ifdef USE_ANISOTROPY
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#define POS_X 0
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#define POS_Y 1
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#define POS_Z 2
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#define NEG_X 3
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#define NEG_Y 4
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#define NEG_Z 5
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const uint triangle_aniso[12] = uint[](
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NEG_X,
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NEG_Z,
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NEG_Y,
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NEG_Z,
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NEG_X,
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NEG_Y,
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POS_Z,
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POS_X,
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POS_X,
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POS_Y,
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POS_Y,
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POS_Z);
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color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
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vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
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vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
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uint side = triangle_aniso[gl_VertexIndex / 3];
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float strength = 0.0;
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switch (side) {
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case POS_X:
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strength = aniso_pos.x;
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break;
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case POS_Y:
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strength = aniso_pos.y;
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break;
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case POS_Z:
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strength = aniso_pos.z;
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break;
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case NEG_X:
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strength = aniso_neg.x;
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break;
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case NEG_Y:
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strength = aniso_neg.y;
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break;
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case NEG_Z:
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strength = aniso_neg.z;
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break;
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}
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color_interp.xyz *= strength;
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#else
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color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
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color_interp.xyz *params.dynamic_range;
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#endif
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#endif
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float scale = (1 << params.level);
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gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
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#ifdef MODE_DEBUG_LIGHT_FULL
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if (color_interp.a == 0.0) {
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gl_Position = vec4(0.0); //force clip and not draw
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}
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#else
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color_interp.a = params.alpha;
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#endif
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}
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/* clang-format off */
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[fragment]
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#version 450
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VERSION_DEFINES
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layout(location = 0) in vec4 color_interp;
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/* clang-format on */
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layout(location = 0) out vec4 frag_color;
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void main() {
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frag_color = color_interp;
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#ifdef MODE_DEBUG_LIGHT_FULL
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//there really is no alpha, so use dither
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int x = int(gl_FragCoord.x) % 4;
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int y = int(gl_FragCoord.y) % 4;
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int index = x + y * 4;
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float limit = 0.0;
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if (x < 8) {
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if (index == 0)
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limit = 0.0625;
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if (index == 1)
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limit = 0.5625;
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if (index == 2)
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limit = 0.1875;
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if (index == 3)
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limit = 0.6875;
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if (index == 4)
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limit = 0.8125;
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if (index == 5)
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limit = 0.3125;
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if (index == 6)
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limit = 0.9375;
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if (index == 7)
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limit = 0.4375;
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if (index == 8)
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limit = 0.25;
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if (index == 9)
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limit = 0.75;
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if (index == 10)
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limit = 0.125;
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if (index == 11)
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limit = 0.625;
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if (index == 12)
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limit = 1.0;
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if (index == 13)
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limit = 0.5;
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if (index == 14)
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limit = 0.875;
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if (index == 15)
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limit = 0.375;
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}
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if (frag_color.a < limit) {
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discard;
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}
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#endif
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}
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