Refactoring
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222 changed files with 9045 additions and 5734 deletions
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@ -21,46 +21,30 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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#include "binding.glsl"
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#include "gltf.glsl"
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#include "host_device.h"
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// clang-format off
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layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
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layout( set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
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// clang-format on
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layout(binding = 0) uniform UniformBufferObject
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layout(binding = 0) uniform _GlobalUniforms
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{
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mat4 view;
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mat4 proj;
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mat4 viewI;
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}
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ubo;
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GlobalUniforms uni;
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};
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layout(push_constant) uniform shaderInformation
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layout(push_constant) uniform _PushConstantRaster
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{
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vec3 lightPosition;
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uint instanceId;
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float lightIntensity;
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int lightType;
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int materialId;
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}
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pushC;
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PushConstantRaster pcRaster;
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};
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) in vec3 i_position;
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layout(location = 1) in vec3 i_normal;
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layout(location = 2) in vec2 i_texCoord;
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//layout(location = 0) flat out int matIndex;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out vec3 fragNormal;
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layout(location = 3) out vec3 viewDir;
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layout(location = 4) out vec3 worldPos;
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layout(location = 1) out vec3 o_worldPos;
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layout(location = 2) out vec3 o_worldNrm;
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layout(location = 3) out vec3 o_viewDir;
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layout(location = 4) out vec2 o_texCoord;
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out gl_PerVertex
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{
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@ -70,18 +54,12 @@ out gl_PerVertex
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void main()
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{
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Matrices matrices = Matrices(sceneDesc.matrixAddress);
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mat4 objMatrix = matrices.m[pushC.instanceId];
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vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1));
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mat4 objMatrixIT = transpose(inverse(objMatrix));
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o_worldPos = vec3(pcRaster.modelMatrix * vec4(i_position, 1.0));
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o_viewDir = vec3(o_worldPos - origin);
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o_texCoord = i_texCoord;
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o_worldNrm = mat3(pcRaster.modelMatrix) * i_normal;
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vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
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worldPos = vec3(objMatrix * vec4(inPosition, 1.0));
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viewDir = vec3(worldPos - origin);
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fragTexCoord = inTexCoord;
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fragNormal = vec3(objMatrixIT * vec4(inNormal, 0.0));
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// matIndex = inMatID;
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gl_Position = ubo.proj * ubo.view * vec4(worldPos, 1.0);
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gl_Position = uni.viewProj * vec4(o_worldPos, 1.0);
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}
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