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/**
* Finish computation of a few draw resource after sync.
*/
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
void main()
{
uint resource_id = gl_GlobalInvocationID.x;
if (resource_id >= resource_len) {
return;
}
mat4 model_mat = matrix_buf[resource_id].model;
ObjectInfos infos = infos_buf[resource_id];
ObjectBounds bounds = bounds_buf[resource_id];
if (bounds.bounding_sphere.w != -1.0) {
/* Convert corners to origin + sides in world space. */
vec3 p0 = bounds.bounding_corners[0].xyz;
vec3 p01 = bounds.bounding_corners[1].xyz - p0;
vec3 p02 = bounds.bounding_corners[2].xyz - p0;
vec3 p03 = bounds.bounding_corners[3].xyz - p0;
/* Avoid flat box. */
p01.x = max(p01.x, 1e-4);
p02.y = max(p02.y, 1e-4);
p03.z = max(p03.z, 1e-4);
vec3 diagonal = p01 + p02 + p03;
vec3 center = p0 + diagonal * 0.5;
float min_axis = min_v3(abs(diagonal));
bounds_buf[resource_id].bounding_sphere.xyz = transform_point(model_mat, center);
/* We have to apply scaling to the diagonal. */
bounds_buf[resource_id].bounding_sphere.w = length(transform_direction(model_mat, diagonal)) *
0.5;
bounds_buf[resource_id]._inner_sphere_radius = min_axis;
bounds_buf[resource_id].bounding_corners[0].xyz = transform_point(model_mat, p0);
bounds_buf[resource_id].bounding_corners[1].xyz = transform_direction(model_mat, p01);
bounds_buf[resource_id].bounding_corners[2].xyz = transform_direction(model_mat, p02);
bounds_buf[resource_id].bounding_corners[3].xyz = transform_direction(model_mat, p03);
/* Always have correct handedness in the corners vectors. */
if (flag_test(infos.flag, OBJECT_NEGATIVE_SCALE)) {
bounds_buf[resource_id].bounding_corners[0].xyz +=
bounds_buf[resource_id].bounding_corners[1].xyz;
bounds_buf[resource_id].bounding_corners[1].xyz =
-bounds_buf[resource_id].bounding_corners[1].xyz;
}
/* TODO: Bypass test for very large objects (see T67319). */
if (bounds_buf[resource_id].bounding_sphere.w > 1e12) {
bounds_buf[resource_id].bounding_sphere.w = -1.0;
}
}
vec3 loc = infos.orco_add; /* Box center. */
vec3 size = infos.orco_mul; /* Box half-extent. */
/* This is what the original computation looks like.
* Simplify to a nice MADD in shading code. */
// orco = (pos - loc) / size;
// orco = pos * (1.0 / size) + (-loc / size);
vec3 size_inv = safe_rcp(size);
infos_buf[resource_id].orco_add = -loc * size_inv;
infos_buf[resource_id].orco_mul = size_inv;
}
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