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