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https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: Copyright 2013 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.
214 lines
4.7 KiB
GLSL
214 lines
4.7 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//#version 330
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//--------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------
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#ifdef VERTEX_SHADER
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layout (location=0) in vec3 position;
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layout (location=1) in vec3 normal;
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out vec3 vPosition;
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out vec3 vNormal;
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out vec4 vColor;
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void main()
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{
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vPosition = position;
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vNormal = normal;
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vColor = vec4(1, 1, 1, 1);
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}
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#endif
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//--------------------------------------------------------------
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// Geometry Shader
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//--------------------------------------------------------------
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#ifdef GEOMETRY_SHADER
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#ifdef PRIM_QUAD
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layout(lines_adjacency) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 5) out;
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#endif
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in vec3 vPosition[4];
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in vec3 vNormal[4];
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#else // PRIM_TRI
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layout(triangles) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 3) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 4) out;
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#endif
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in vec3 vPosition[3];
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in vec3 vNormal[3];
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#endif // PRIM_TRI/QUAD
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uniform mat4 objectToClipMatrix;
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uniform mat4 objectToEyeMatrix;
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flat out vec3 gFacetNormal;
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out vec3 Peye;
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out vec3 Neye;
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out vec4 Cout;
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void emit(int index)
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{
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Peye = vPosition[index];
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gl_Position = objectToClipMatrix * vec4(vPosition[index], 1);
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Neye = (objectToEyeMatrix * vec4(vNormal[index], 0)).xyz;
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EmitVertex();
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}
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_QUAD
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#ifdef GEOMETRY_OUT_FILL
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vec3 A = vPosition[0] - vPosition[1];
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vec3 B = vPosition[3] - vPosition[1];
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vec3 C = vPosition[2] - vPosition[1];
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gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
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emit(0);
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emit(1);
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emit(3);
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// gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(C, B)), 0)).xyz;
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emit(2);
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#else // GEOMETRY_OUT_LINE
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emit(0);
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emit(1);
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emit(2);
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emit(3);
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emit(0);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec3 A = vPosition[1] - vPosition[0];
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vec3 B = vPosition[2] - vPosition[0];
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gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
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emit(0);
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emit(1);
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emit(2);
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#ifdef GEOMETRY_OUT_LINE
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emit(0);
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#endif //GEOMETRY_OUT_LINE
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#endif // PRIM_TRI
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EndPrimitive();
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}
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#endif
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//--------------------------------------------------------------
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// Fragment Shader
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//--------------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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layout (location=0) out vec4 FragColor;
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flat in vec3 gFacetNormal;
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in vec3 Neye;
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in vec3 Peye;
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in vec4 Cout;
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#define NUM_LIGHTS 2
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struct LightSource {
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vec4 position;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform LightSource lightSource[NUM_LIGHTS];
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vec4
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lighting(vec3 Peye, vec3 Neye)
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{
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vec4 color = vec4(0);
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vec4 material = vec4(0.4, 0.4, 0.8, 1);
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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vec4 Plight = lightSource[i].position;
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vec3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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vec3 n = normalize(Neye);
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vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient * material
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+ d * lightSource[i].diffuse * material
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+ s * lightSource[i].specular;
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}
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color.a = 1;
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return color;
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}
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#ifdef GEOMETRY_OUT_LINE
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uniform vec4 fragColor;
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void
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main()
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{
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FragColor = fragColor;
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}
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#else
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void
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main()
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{
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vec3 N = (gl_FrontFacing ? gFacetNormal : -gFacetNormal);
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FragColor = lighting(Peye, N);
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}
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#endif // GEOMETRY_OUT_LINE
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#endif
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