mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-15 00:11:07 +00:00
247 lines
6.6 KiB
GLSL
247 lines
6.6 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.
|
|
//
|
|
|
|
//#version 330
|
|
|
|
//--------------------------------------------------------------
|
|
// Vertex Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef VERTEX_SHADER
|
|
|
|
layout (location=0) in vec3 position;
|
|
layout (location=1) in vec3 normal;
|
|
|
|
out vec3 vPosition;
|
|
out vec3 vNormal;
|
|
out vec4 vColor;
|
|
|
|
void main()
|
|
{
|
|
vPosition = position;
|
|
vNormal = normal;
|
|
vColor = vec4(1, 1, 1, 1);
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Geometry Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef GEOMETRY_SHADER
|
|
|
|
#ifdef PRIM_QUAD
|
|
|
|
layout(lines_adjacency) in;
|
|
|
|
#ifdef GEOMETRY_OUT_FILL
|
|
layout(triangle_strip, max_vertices = 4) out;
|
|
#endif
|
|
|
|
#ifdef GEOMETRY_OUT_LINE
|
|
layout(line_strip, max_vertices = 5) out;
|
|
#endif
|
|
|
|
in vec3 vPosition[4];
|
|
in vec3 vNormal[4];
|
|
|
|
#else // PRIM_TRI
|
|
|
|
layout(triangles) in;
|
|
|
|
#ifdef GEOMETRY_OUT_FILL
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
#endif
|
|
|
|
#ifdef GEOMETRY_OUT_LINE
|
|
layout(line_strip, max_vertices = 4) out;
|
|
#endif
|
|
|
|
in vec3 vPosition[3];
|
|
in vec3 vNormal[3];
|
|
|
|
#endif // PRIM_TRI/QUAD
|
|
|
|
|
|
uniform mat4 objectToClipMatrix;
|
|
uniform mat4 objectToEyeMatrix;
|
|
|
|
flat out vec3 gFacetNormal;
|
|
out vec3 Peye;
|
|
out vec3 Neye;
|
|
out vec4 Cout;
|
|
|
|
void emit(int index)
|
|
{
|
|
Peye = vPosition[index];
|
|
gl_Position = objectToClipMatrix * vec4(vPosition[index], 1);
|
|
Neye = (objectToEyeMatrix * vec4(vNormal[index], 0)).xyz;
|
|
EmitVertex();
|
|
}
|
|
|
|
void main()
|
|
{
|
|
gl_PrimitiveID = gl_PrimitiveIDIn;
|
|
|
|
#ifdef PRIM_QUAD
|
|
#ifdef GEOMETRY_OUT_FILL
|
|
vec3 A = vPosition[0] - vPosition[1];
|
|
vec3 B = vPosition[3] - vPosition[1];
|
|
vec3 C = vPosition[2] - vPosition[1];
|
|
|
|
gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
|
|
emit(0);
|
|
emit(1);
|
|
emit(3);
|
|
// gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(C, B)), 0)).xyz;
|
|
emit(2);
|
|
#else // GEOMETRY_OUT_LINE
|
|
emit(0);
|
|
emit(1);
|
|
emit(2);
|
|
emit(3);
|
|
emit(0);
|
|
#endif
|
|
#endif // PRIM_QUAD
|
|
|
|
#ifdef PRIM_TRI
|
|
vec3 A = vPosition[1] - vPosition[0];
|
|
vec3 B = vPosition[2] - vPosition[0];
|
|
gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
|
|
|
|
emit(0);
|
|
emit(1);
|
|
emit(2);
|
|
#ifdef GEOMETRY_OUT_LINE
|
|
emit(0);
|
|
#endif //GEOMETRY_OUT_LINE
|
|
#endif // PRIM_TRI
|
|
|
|
EndPrimitive();
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Fragment Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
layout (location=0) out vec4 FragColor;
|
|
flat in vec3 gFacetNormal;
|
|
in vec3 Neye;
|
|
in vec3 Peye;
|
|
in vec4 Cout;
|
|
|
|
#define NUM_LIGHTS 2
|
|
|
|
struct LightSource {
|
|
vec4 position;
|
|
vec4 ambient;
|
|
vec4 diffuse;
|
|
vec4 specular;
|
|
};
|
|
|
|
uniform LightSource lightSource[NUM_LIGHTS];
|
|
|
|
vec4
|
|
lighting(vec3 Peye, vec3 Neye)
|
|
{
|
|
vec4 color = vec4(0);
|
|
vec4 material = vec4(0.4, 0.4, 0.8, 1);
|
|
|
|
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 * material
|
|
+ d * lightSource[i].diffuse * material
|
|
+ s * lightSource[i].specular;
|
|
}
|
|
|
|
color.a = 1;
|
|
return color;
|
|
}
|
|
|
|
#ifdef GEOMETRY_OUT_LINE
|
|
uniform vec4 fragColor;
|
|
void
|
|
main()
|
|
{
|
|
FragColor = fragColor;
|
|
}
|
|
|
|
#else
|
|
|
|
void
|
|
main()
|
|
{
|
|
vec3 N = (gl_FrontFacing ? gFacetNormal : -gFacetNormal);
|
|
FragColor = lighting(Peye, N);
|
|
}
|
|
#endif // GEOMETRY_OUT_LINE
|
|
|
|
#endif
|