diff options
author | 2019-10-13 13:50:38 +0200 | |
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committer | 2019-10-13 07:50:38 -0400 | |
commit | 0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch) | |
tree | 626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/41-tess/vs_terrain_render.sc | |
parent | c913ccb59d713ce0b91135520719ac5385e54358 (diff) |
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6
* Sync with bx upstream revision d60912b
* Sync with bimg upstream revision bd81f60
* Add astc-codec decoder
* Rename VertexDecl to VertexLayout
* Rename UniformType enum Int1 to Sampler.
* Add NVN stub
* Fix unused-const-variable error on macOS
* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.
* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning
* Build bgfx as Objective-C++ on macOS
It is needed due to included headers
* Enable Direct3D12 and Vulkan bgfx rendering backends
* Enable building of spirv shaders
* Properly escape /c in cmd call
* Comment out dx12 bgfx renderer
* Honor VERBOSE setting during shaders build
* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl
* Add spirv shaders
* OpenGL ES needs transposed matrix too
* Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/41-tess/vs_terrain_render.sc')
-rw-r--r-- | 3rdparty/bgfx/examples/41-tess/vs_terrain_render.sc | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/41-tess/vs_terrain_render.sc b/3rdparty/bgfx/examples/41-tess/vs_terrain_render.sc new file mode 100644 index 00000000000..a0538f9a983 --- /dev/null +++ b/3rdparty/bgfx/examples/41-tess/vs_terrain_render.sc @@ -0,0 +1,39 @@ +$input a_texcoord0 +$output v_texcoord0 + +#include "terrain_common.sh" + +BUFFER_RO(u_CulledSubdBuffer, uint, 2); +BUFFER_RO(u_VertexBuffer, vec4, 3); +BUFFER_RO(u_IndexBuffer, uint, 4); + +void main() +{ + // get threadID (each key is associated to a thread) + int threadID = gl_InstanceID; + + // get coarse triangle associated to the key + uint primID = u_CulledSubdBuffer[threadID*2]; + + vec4 v_in[3]; + + v_in[0] = u_VertexBuffer[u_IndexBuffer[primID * 3 ]]; + v_in[1] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 1]]; + v_in[2] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 2]]; + + // compute sub-triangle associated to the key + uint key = u_CulledSubdBuffer[threadID*2+1]; + + vec4 v[3]; + + subd(key, v_in, v); + + // compute vertex location + vec4 finalVertex = berp(v, a_texcoord0); + + finalVertex.z+= dmap(finalVertex.xy); + + v_texcoord0 = finalVertex.xy * 0.5 + 0.5; + + gl_Position = mul(u_modelViewProj, finalVertex); +} |