OpenSubdiv/examples/glShareTopology/shader.glsl
barry 5595255858 Several minor updates to the GL examples:
- addition of new shapes -- mainly Loop and Bilinear
    - removal of redundant shapes and those not suited to a particular example
    - enforced consistent "Patch Type" coloring where provided
    - enforced consistent command line usage for common options and Obj input
    - enforced consistent default settings on initialization
    - added errors and/or assertions where legitimate limitations remain
    - improved error handling (OSD errors not being flushed before termination)
2019-02-05 17:22:10 -08:00

470 lines
13 KiB
GLSL

//
// Copyright 2014 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#line 24
#if defined(VARYING_COLOR) || defined(FACEVARYING_COLOR)
#undef OSD_USER_VARYING_DECLARE
#define OSD_USER_VARYING_DECLARE \
vec3 color;
#undef OSD_USER_VARYING_ATTRIBUTE_DECLARE
#define OSD_USER_VARYING_ATTRIBUTE_DECLARE \
layout(location = 1) in vec3 color;
#undef OSD_USER_VARYING_PER_VERTEX
#define OSD_USER_VARYING_PER_VERTEX() \
outpt.color = color
#undef OSD_USER_VARYING_PER_CONTROL_POINT
#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN) \
outpt[ID_OUT].color = inpt[ID_IN].color
#undef OSD_USER_VARYING_PER_EVAL_POINT
#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d) \
outpt.color = \
mix(mix(inpt[a].color, inpt[b].color, UV.x), \
mix(inpt[c].color, inpt[d].color, UV.x), UV.y)
#else
#define OSD_USER_VARYING_DECLARE
#define OSD_USER_VARYING_ATTRIBUTE_DECLARE
#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN)
#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d)
#endif
//--------------------------------------------------------------
// Uniforms / Uniform Blocks
//--------------------------------------------------------------
layout(std140) uniform Transform {
mat4 ModelViewMatrix;
mat4 ProjectionMatrix;
mat4 ModelViewProjectionMatrix;
};
layout(std140) uniform Tessellation {
float TessLevel;
};
uniform int GregoryQuadOffsetBase;
uniform int BaseVertex;
uniform int PrimitiveIdBase;
//--------------------------------------------------------------
// Osd external functions
//--------------------------------------------------------------
mat4 OsdModelViewMatrix()
{
return ModelViewMatrix;
}
mat4 OsdProjectionMatrix()
{
return ProjectionMatrix;
}
mat4 OsdModelViewProjectionMatrix()
{
return ModelViewProjectionMatrix;
}
float OsdTessLevel()
{
return TessLevel;
}
int OsdGregoryQuadOffsetBase()
{
return GregoryQuadOffsetBase;
}
int OsdPrimitiveIdBase()
{
// return inpt[0].primitiveIDOffset;
return PrimitiveIdBase;
}
int OsdBaseVertex()
{
#ifdef GL_ARB_shader_draw_parameters
// return gl_BaseVertexARB;
return BaseVertex;
#else
return BaseVertex;
#endif
}
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
OSD_USER_VARYING_ATTRIBUTE_DECLARE
out block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
outpt.v.position = ModelViewMatrix * position;
OSD_USER_VARYING_PER_VERTEX();
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
#ifdef PRIM_QUAD
layout(lines_adjacency) in;
#define EDGE_VERTS 4
#endif // PRIM_QUAD
#ifdef PRIM_TRI
layout(triangles) in;
#define EDGE_VERTS 3
#endif // PRIM_TRI
layout(triangle_strip, max_vertices = EDGE_VERTS) out;
in block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} inpt[EDGE_VERTS];
out block {
OutputVertex v;
noperspective out vec4 edgeDistance;
OSD_USER_VARYING_DECLARE
} outpt;
void emit(int index, vec3 normal)
{
outpt.v.position = inpt[index].v.position;
#ifdef SMOOTH_NORMALS
outpt.v.normal = inpt[index].v.normal;
#else
outpt.v.normal = normal;
#endif
#ifdef VARYING_COLOR
outpt.color = inpt[index].color;
#endif
outpt.v.patchCoord = inpt[index].v.patchCoord;
gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
const float VIEWPORT_SCALE = 1024.0; // XXXdyu
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
{
return VIEWPORT_SCALE *
abs((p.x - p0.x) * (p1.y - p0.y) -
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
}
void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
{
outpt.edgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
outpt.edgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
#ifdef PRIM_TRI
outpt.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
#endif
#ifdef PRIM_QUAD
outpt.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
outpt.edgeDistance[3] =
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
#endif
emit(index, normal);
}
#endif
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef PRIM_QUAD
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
vec3 n0 = normalize(cross(B, A));
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
edgeVerts[3].xy /= edgeVerts[3].w;
emit(0, n0, edgeVerts);
emit(1, n0, edgeVerts);
emit(3, n0, edgeVerts);
emit(2, n0, edgeVerts);
#else
emit(0, n0);
emit(1, n0);
emit(3, n0);
emit(2, n0);
#endif
#endif // PRIM_QUAD
#ifdef PRIM_TRI
vec3 A = (inpt[1].v.position - inpt[0].v.position).xyz;
vec3 B = (inpt[2].v.position - inpt[0].v.position).xyz;
vec3 n0 = normalize(cross(B, A));
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
emit(0, n0, edgeVerts);
emit(1, n0, edgeVerts);
emit(2, n0, edgeVerts);
#else
emit(0, n0);
emit(1, n0);
emit(2, n0);
#endif
#endif // PRIM_TRI
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
noperspective in vec4 edgeDistance;
OSD_USER_VARYING_DECLARE
} inpt;
out vec4 outColor;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
layout(std140) uniform Lighting {
LightSource lightSource[NUM_LIGHTS];
};
uniform vec4 diffuseColor = vec4(1);
uniform vec4 ambientColor = vec4(1);
vec4
lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
{
vec4 color = vec4(0);
for (int i = 0; i < NUM_LIGHTS; ++i) {
vec4 Plight = lightSource[i].position;
vec3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
vec3 n = normalize(Neye);
vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
float d = max(0.0, dot(n, l));
float s = pow(max(0.0, dot(n, h)), 500.0f);
color += lightSource[i].ambient * ambientColor
+ d * lightSource[i].diffuse * diffuse
+ s * lightSource[i].specular;
}
color.a = 1;
return color;
}
vec4
edgeColor(vec4 Cfill, vec4 edgeDistance)
{
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_TRI
float d =
min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
#endif
#ifdef PRIM_QUAD
float d =
min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
#endif
float v = 0.8;
vec4 Cedge = vec4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
float p = exp2(-2 * d * d);
#if defined(GEOMETRY_OUT_WIRE)
if (p < 0.25) discard;
#endif
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
#endif
return Cfill;
}
vec4
getAdaptivePatchColor(ivec3 patchParam)
{
const vec4 patchColors[7*6] = vec4[7*6](
vec4(1.0f, 1.0f, 1.0f, 1.0f), // regular
vec4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
vec4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
vec4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
vec4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
vec4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
vec4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
vec4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
vec4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
vec4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
vec4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
vec4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
vec4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
vec4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
vec4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
vec4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
vec4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
vec4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
vec4(0.0f, 1.0f, 0.0f, 1.0f), // corner
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 0
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 1
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 2
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 3
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 4
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
vec4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
);
int patchType = 0;
int edgeCount = bitCount(OsdGetPatchBoundaryMask(patchParam));
if (edgeCount == 1) {
patchType = 2; // BOUNDARY
}
if (edgeCount > 1) {
patchType = 3; // CORNER (not correct for patches that are not isolated)
}
#if defined(OSD_PATCH_ENABLE_SINGLE_CREASE) && !defined(LOOP)
// check this after boundary/corner since single crease patch also has edgeCount.
if (inpt.vSegments.y > 0) {
patchType = 1;
}
#elif defined OSD_PATCH_GREGORY
patchType = 4;
#elif defined OSD_PATCH_GREGORY_BOUNDARY
patchType = 5;
#elif defined OSD_PATCH_GREGORY_BASIS
patchType = 6;
#elif defined OSD_PATCH_GREGORY_TRIANGLE
patchType = 6;
#endif
int pattern = bitCount(OsdGetPatchTransitionMask(patchParam));
return patchColors[6*patchType + pattern];
}
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
void
main()
{
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
#if defined(VARYING_COLOR)
vec4 color = vec4(inpt.color, 1);
#else
vec4 color = getAdaptivePatchColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
#endif
vec4 Cf = lighting(color, inpt.v.position.xyz, N);
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
Cf = edgeColor(Cf, inpt.edgeDistance);
#endif
outColor = Cf;
}
#endif
#endif