mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-10 06:10:07 +00:00
967fc4db72
Moved all edgeDistance declarations to client shader code.
343 lines
9.3 KiB
GLSL
343 lines
9.3 KiB
GLSL
//
|
|
// Copyright (C) Pixar. All rights reserved.
|
|
//
|
|
// This license governs use of the accompanying software. If you
|
|
// use the software, you accept this license. If you do not accept
|
|
// the license, do not use the software.
|
|
//
|
|
// 1. Definitions
|
|
// The terms "reproduce," "reproduction," "derivative works," and
|
|
// "distribution" have the same meaning here as under U.S.
|
|
// copyright law. A "contribution" is the original software, or
|
|
// any additions or changes to the software.
|
|
// A "contributor" is any person or entity that distributes its
|
|
// contribution under this license.
|
|
// "Licensed patents" are a contributor's patent claims that read
|
|
// directly on its contribution.
|
|
//
|
|
// 2. Grant of Rights
|
|
// (A) Copyright Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free copyright license to reproduce its contribution,
|
|
// prepare derivative works of its contribution, and distribute
|
|
// its contribution or any derivative works that you create.
|
|
// (B) Patent Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free license under its licensed patents to make, have
|
|
// made, use, sell, offer for sale, import, and/or otherwise
|
|
// dispose of its contribution in the software or derivative works
|
|
// of the contribution in the software.
|
|
//
|
|
// 3. Conditions and Limitations
|
|
// (A) No Trademark License- This license does not grant you
|
|
// rights to use any contributor's name, logo, or trademarks.
|
|
// (B) If you bring a patent claim against any contributor over
|
|
// patents that you claim are infringed by the software, your
|
|
// patent license from such contributor to the software ends
|
|
// automatically.
|
|
// (C) If you distribute any portion of the software, you must
|
|
// retain all copyright, patent, trademark, and attribution
|
|
// notices that are present in the software.
|
|
// (D) If you distribute any portion of the software in source
|
|
// code form, you may do so only under this license by including a
|
|
// complete copy of this license with your distribution. If you
|
|
// distribute any portion of the software in compiled or object
|
|
// code form, you may only do so under a license that complies
|
|
// with this license.
|
|
// (E) The software is licensed "as-is." You bear the risk of
|
|
// using it. The contributors give no express warranties,
|
|
// guarantees or conditions. You may have additional consumer
|
|
// rights under your local laws which this license cannot change.
|
|
// To the extent permitted under your local laws, the contributors
|
|
// exclude the implied warranties of merchantability, fitness for
|
|
// a particular purpose and non-infringement.
|
|
//
|
|
|
|
//--------------------------------------------------------------
|
|
// Vertex Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef VERTEX_SHADER
|
|
|
|
layout (location=0) in vec4 position;
|
|
layout (location=1) in vec3 normal;
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
} outpt;
|
|
|
|
void main()
|
|
{
|
|
outpt.v.position = ModelViewMatrix * position;
|
|
outpt.v.normal = (ModelViewMatrix * vec4(normal, 0.0)).xyz;
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Geometry Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef GEOMETRY_SHADER
|
|
|
|
#ifdef PRIM_QUAD
|
|
|
|
layout(lines_adjacency) in;
|
|
|
|
layout(triangle_strip, max_vertices = 4) out;
|
|
|
|
#define EDGE_VERTS 4
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} inpt[4];
|
|
|
|
#endif // PRIM_QUAD
|
|
|
|
#ifdef PRIM_TRI
|
|
|
|
layout(triangles) in;
|
|
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
#define EDGE_VERTS 3
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} inpt[3];
|
|
|
|
#endif // PRIM_TRI
|
|
|
|
#ifdef PRIM_POINT
|
|
|
|
layout(points) in;
|
|
layout(points, max_vertices = 1) out;
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} inpt[1];
|
|
|
|
#endif // PRIM_POINT
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
noperspective out vec4 edgeDistance;
|
|
} 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
|
|
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_POINT
|
|
emit(0, vec3(0));
|
|
#endif
|
|
|
|
#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;
|
|
} 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(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 * diffuseColor
|
|
+ s * lightSource[i].specular;
|
|
}
|
|
|
|
color.a = 1;
|
|
return color;
|
|
}
|
|
|
|
#ifdef PRIM_POINT
|
|
uniform vec4 fragColor;
|
|
void
|
|
main()
|
|
{
|
|
outColor = fragColor;
|
|
}
|
|
#endif
|
|
|
|
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
|
|
vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
|
|
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;
|
|
}
|
|
|
|
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
|
|
void
|
|
main()
|
|
{
|
|
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
|
|
vec4 Cf = lighting(inpt.v.position.xyz, N);
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
Cf = edgeColor(Cf, inpt.edgeDistance);
|
|
#endif
|
|
|
|
outColor = Cf;
|
|
}
|
|
#endif
|
|
|
|
#endif
|