forked from BilalY/Rasagar
90 lines
2.9 KiB
HLSL
90 lines
2.9 KiB
HLSL
#ifndef GEOMETRY_POOL_H
|
|
#define GEOMETRY_POOL_H
|
|
|
|
namespace GeometryPool
|
|
{
|
|
|
|
float2 msign(float2 v)
|
|
{
|
|
return float2(
|
|
(v.x >= 0.0) ? 1.0 : -1.0,
|
|
(v.y >= 0.0) ? 1.0 : -1.0);
|
|
}
|
|
|
|
uint NormalToOctahedral32(float3 normal)
|
|
{
|
|
normal.xy /= (abs(normal.x) + abs(normal.y) + abs(normal.z));
|
|
normal.xy = (normal.z >= 0.0) ? normal.xy : (1.0 - abs(normal.yx)) * msign(normal.xy);
|
|
|
|
uint2 d = uint2(round(32767.5 + normal.xy * 32767.5));
|
|
return d.x | (d.y << 16u);
|
|
}
|
|
|
|
float3 Octahedral32ToNormal(uint data)
|
|
{
|
|
uint2 iv = uint2(data, data >> 16u) & 65535u;
|
|
float2 v = float2(iv) / 32767.5 - 1.0;
|
|
|
|
float3 normal = float3(v, 1.0 - abs(v.x) - abs(v.y));
|
|
float t = max(-normal.z, 0.0);
|
|
normal.x += (normal.x > 0.0) ? -t : t;
|
|
normal.y += (normal.y > 0.0) ? -t : t;
|
|
|
|
return normalize(normal);
|
|
}
|
|
|
|
void StoreVertex(
|
|
uint vertexIndex,
|
|
in GeoPoolVertex vertex,
|
|
int outputBufferSize,
|
|
RWStructuredBuffer<uint> output)
|
|
{
|
|
uint posIndex = vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE / 4;
|
|
output[posIndex] = asuint(vertex.pos.x);
|
|
output[posIndex+1] = asuint(vertex.pos.y);
|
|
output[posIndex+2] = asuint(vertex.pos.z);
|
|
|
|
uint uv0Index = (vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE + GEO_POOL_UV0BYTE_OFFSET) / 4;
|
|
output[uv0Index] = asuint(vertex.uv0.x);
|
|
output[uv0Index + 1] = asuint(vertex.uv0.y);
|
|
output[uv0Index + 2] = asuint(vertex.uv0.z);
|
|
output[uv0Index + 3] = asuint(vertex.uv0.w);
|
|
|
|
uint uv1Index = (vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE + GEO_POOL_UV1BYTE_OFFSET) / 4;
|
|
output[uv1Index] = asuint(vertex.uv1.x);
|
|
output[uv1Index + 1] = asuint(vertex.uv1.y);
|
|
output[uv1Index + 2] = asuint(vertex.uv1.z);
|
|
output[uv1Index + 3] = asuint(vertex.uv1.w);
|
|
|
|
uint normalIndex = (vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE + GEO_POOL_NORMAL_BYTE_OFFSET) / 4;
|
|
output[normalIndex] = NormalToOctahedral32(vertex.N);
|
|
}
|
|
|
|
void LoadVertex(
|
|
uint vertexIndex,
|
|
int vertexFlags,
|
|
StructuredBuffer<uint> vertexBuffer,
|
|
out GeoPoolVertex outputVertex)
|
|
{
|
|
uint posIndex = vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE / 4;
|
|
float3 pos = asfloat(uint3(vertexBuffer[posIndex], vertexBuffer[posIndex + 1], vertexBuffer[posIndex + 2]));
|
|
|
|
uint uv0Index = (vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE + GEO_POOL_UV0BYTE_OFFSET) / 4;
|
|
float4 uv0 = asfloat(uint4(vertexBuffer[uv0Index], vertexBuffer[uv0Index + 1], vertexBuffer[uv0Index + 2], vertexBuffer[uv0Index + 3]));
|
|
|
|
uint uv1Index = (vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE + GEO_POOL_UV1BYTE_OFFSET) / 4;
|
|
float4 uv1 = asfloat(uint4(vertexBuffer[uv1Index], vertexBuffer[uv1Index + 1], vertexBuffer[uv1Index + 2], vertexBuffer[uv1Index + 3]));
|
|
|
|
uint normalIndex = (vertexIndex * GEO_POOL_VERTEX_BYTE_SIZE + GEO_POOL_NORMAL_BYTE_OFFSET) / 4;
|
|
uint normal = uint(vertexBuffer[normalIndex]);
|
|
|
|
outputVertex.pos = pos;
|
|
outputVertex.uv0 = uv0;
|
|
outputVertex.uv1 = uv1;
|
|
outputVertex.N = Octahedral32ToNormal(normal);
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|