implement billboard shader and add new example
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9
openVulkanoCpp/Shader/billboard.frag
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9
openVulkanoCpp/Shader/billboard.frag
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#version 450
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layout(location = 0) in vec4 color;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = color;
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}
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55
openVulkanoCpp/Shader/billboard.vert
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55
openVulkanoCpp/Shader/billboard.vert
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#version 450
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 5) in vec4 color;
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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} cam;
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layout(set = 2, binding = 0) uniform BillboardData
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{
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vec2 size;
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vec2 windowSize;
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bool isFixedSize;
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} billboardInfo;
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void main() {
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if (!billboardInfo.isFixedSize)
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{
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mat4 mv = cam.view * node.world;
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mv[0][0] = 1;
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mv[0][1] = 0;
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mv[0][2] = 0;
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mv[1][0] = 0;
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mv[1][1] = 1;
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mv[1][2] = 0;
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mv[2][0] = 0;
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mv[2][1] = 0;
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mv[2][2] = 1;
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gl_Position = cam.projection * mv * vec4(pos, 1);
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}
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else
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{
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vec4 billboardPos = vec4(0, 0, 0, 1);
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vec4 viewPos = cam.view * node.world * billboardPos;
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float dist = -viewPos.z;
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gl_Position = cam.projection * (viewPos + vec4(pos.xy*dist*0.2,0,0));
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}
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outColor = color;
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}
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75
openVulkanoCpp/Shader/billboardFromSinglePoint.geom
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75
openVulkanoCpp/Shader/billboardFromSinglePoint.geom
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#version 450
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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} cam;
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layout(set = 2, binding = 0) uniform BillboardData
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{
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vec2 size;
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vec2 windowSize;
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bool isFixedSize;
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} billboardInfo;
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layout(location = 0) out vec4 color;
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layout(location = 0) in VS_OUT {
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vec4 color;
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} gs_in[];
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void main() {
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// The desired point for the billboard
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vec3 pos = gl_in[0].gl_Position.xyz;
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if(!billboardInfo.isFixedSize)
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{
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vec3 cameraRight = normalize(vec3(cam.view[0][0], cam.view[1][0], cam.view[2][0]));
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vec3 cameraUp = normalize(vec3(cam.view[0][1], cam.view[1][1], cam.view[2][1]));
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const vec2 offsets[4] = {
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vec2(0.5, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, -0.5),
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vec2(-0.5, 0.5)
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};
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for (int i = 0; i < 4; i++)
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{
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vec2 scaledSize = billboardInfo.size / length(billboardInfo.size);
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gl_Position = cam.viewProjection * vec4(pos + cameraRight * offsets[i].x * scaledSize.x + cameraUp * offsets[i].y * scaledSize.y, 1.0);
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color = gs_in[0].color;
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EmitVertex();
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}
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EndPrimitive();
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}
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else
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{
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const vec2 offsets[4] = {
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vec2(-0.5, -0.5),
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vec2(-0.5, 0.5),
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vec2(0.5, -0.5),
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vec2(0.5, 0.5)
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};
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for (int i = 0; i < 4; i++)
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{
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gl_Position = cam.viewProjection * vec4(pos, 1);
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gl_Position /= gl_Position.w;
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gl_Position.xy += offsets[i] * vec2(billboardInfo.size.x/billboardInfo.windowSize.x, billboardInfo.size.x/billboardInfo.windowSize.y);
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color = gs_in[0].color;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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35
openVulkanoCpp/Shader/billboardFromSinglePoint.vert
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35
openVulkanoCpp/Shader/billboardFromSinglePoint.vert
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#version 450
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 5) in vec4 color;
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layout(location = 0) out VS_OUT {
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vec4 color;
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} vs_out;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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} cam;
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layout(set = 2, binding = 0) uniform BillboardData
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{
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vec2 size;
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vec2 windowSize;
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bool isFixedSize;
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} billboardInfo;
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void main() {
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// single point
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gl_Position = node.world * vec4(pos, 1);
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vs_out.color = color;
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}
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