83 lines
2.9 KiB
GLSL
83 lines
2.9 KiB
GLSL
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// Courtesy of
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// https://github.com/GreatBlambo/voxel_cone_tracing
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// https://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-SparseVoxelization.pdf
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uint convVec4ToRGBA8(vec4 val) {
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vec4 col = vec4(val) * 255;
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return (uint(col.w) & 0x000000FF) << 24U
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| (uint(col.z) & 0x000000FF) << 16U
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| (uint(col.y) & 0x000000FF) << 8U
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| (uint(col.x) & 0x000000FF);
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}
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vec4 convRGBA8ToVec4(uint val) {
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uvec4 col = uvec4(
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float((val & 0x000000FF)),
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float((val & 0x0000FF00) >> 8U),
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float((val & 0x00FF0000) >> 16U),
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float((val & 0xFF000000) >> 24U));
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return vec4(col) / 255;
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}
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// uint encUnsignedNibble(uint m, uint n) {
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// return (m & 0xFEFEFEFE)
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// | (n & 0x00000001)
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// | (n & 0x00000002) << 7U
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// | (n & 0x00000004) << 14U
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// | (n & 0x00000008) << 21U;
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// }
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// uint decUnsignedNibble(uint m) {
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// return (m & 0x00000001)
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// | (m & 0x00000100) >> 7U
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// | (m & 0x00010000) >> 14U
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// | (m & 0x01000000) >> 21U;
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// }
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// void imageAtomicRGBA8Avg(layout(r32ui) uimage3D img, ivec3 coords, vec4 val) {
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// // LSBs are used for the sample counter of the moving average.
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// val *= 255.0;
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// uint newVal = encUnsignedNibble(convVec4ToRGBA8(val), 1);
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// uint prevStoredVal = 0;
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// uint currStoredVal;
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// int counter = 0;
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// // Loop as long as destination value gets changed by other threads
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// while ((currStoredVal = imageAtomicCompSwap(img, coords, prevStoredVal, newVal)) != prevStoredVal && counter < 16) {
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// vec4 rval = convRGBA8ToVec4(currStoredVal & 0xFEFEFEFE);
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// uint n = decUnsignedNibble(currStoredVal);
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// rval = rval * n + val;
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// rval /= ++n;
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// rval = round(rval / 2) * 2;
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// newVal = encUnsignedNibble(convVec4ToRGBA8(rval), n);
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// prevStoredVal = currStoredVal;
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// counter++;
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// }
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// }
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// void imageAtomicFloatAdd(layout(r32ui) coherent volatile uimage3D imgUI, ivec3 coords, float val) {
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// uint newVal = floatBitsToUint(val);
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// uint prevVal = 0;
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// uint curVal;
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// // Loop as long as destination value gets changed by other threads
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// while ((curVal = imageAtomicCompSwap(imgUI, coords, prevVal, newVal)) != prevVal) {
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// prevVal = curVal;
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// newVal = floatBitsToUint((val + uintBitsToFloat(curVal)));
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// }
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// }
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// void imageAtomicRGBA8Avg( layout ( r32ui ) coherent volatile uimage3D imgUI , ivec3 coords , vec4 val ) {
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// val.rgb *= 255.0f; // Optimise following calculations
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// uint newVal = convVec4ToRGBA8(val);
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// uint prevStoredVal = 0;
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// uint curStoredVal;
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// // Loop as long as destination value gets changed by other threads
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// while ((curStoredVal = imageAtomicCompSwap(imgUI, coords, prevStoredVal, newVal)) != prevStoredVal) {
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// prevStoredVal = curStoredVal;
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// vec4 rval = convRGBA8ToVec4(curStoredVal);
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// rval.xyz = (rval.xyz * rval.w) ; // Denormalize
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// vec4 curValF = rval + val; // Add new value
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// curValF.xyz /= (curValF.w); // Renormalize
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// newVal = convVec4ToRGBA8(curValF);
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// }
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// }
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