Files
test/source/blender/draw/intern/shaders/subdiv_ibo_tris_comp.glsl
Jeroen Bakker d496e69eca Cleanup: Subdiv: Remove common_ prefix
The `common_` prefix can be confusing as there are other common_ files as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/134184
2025-02-07 07:48:49 +01:00

67 lines
1.8 KiB
GLSL

/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with subdiv_lib.glsl */
/* Generate triangles from subdivision quads indices. */
layout(std430, binding = 1) readonly restrict buffer extraCoarseFaceData
{
uint extra_coarse_face_data[];
};
layout(std430, binding = 2) writeonly buffer outputTriangles
{
uint output_tris[];
};
#ifndef SINGLE_MATERIAL
layout(std430, binding = 3) readonly buffer inputPolygonMatOffset
{
int face_mat_offset[];
};
#endif
bool is_face_hidden(uint coarse_quad_index)
{
return (extra_coarse_face_data[coarse_quad_index] & coarse_face_hidden_mask) != 0;
}
void main()
{
uint quad_index = get_global_invocation_index();
if (quad_index >= total_dispatch_size) {
return;
}
uint loop_index = quad_index * 4;
uint coarse_quad_index = coarse_face_index_from_subdiv_quad_index(quad_index, coarse_face_count);
#ifdef SINGLE_MATERIAL
uint triangle_loop_index = quad_index * 6;
#else
int mat_offset = face_mat_offset[coarse_quad_index];
int triangle_loop_index = (int(quad_index) + mat_offset) * 6;
#endif
if (use_hide && is_face_hidden(coarse_quad_index)) {
output_tris[triangle_loop_index + 0] = 0xffffffff;
output_tris[triangle_loop_index + 1] = 0xffffffff;
output_tris[triangle_loop_index + 2] = 0xffffffff;
output_tris[triangle_loop_index + 3] = 0xffffffff;
output_tris[triangle_loop_index + 4] = 0xffffffff;
output_tris[triangle_loop_index + 5] = 0xffffffff;
}
else {
output_tris[triangle_loop_index + 0] = loop_index + 0;
output_tris[triangle_loop_index + 1] = loop_index + 1;
output_tris[triangle_loop_index + 2] = loop_index + 2;
output_tris[triangle_loop_index + 3] = loop_index + 0;
output_tris[triangle_loop_index + 4] = loop_index + 2;
output_tris[triangle_loop_index + 5] = loop_index + 3;
}
}