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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.
311 lines
7.3 KiB
GLSL
311 lines
7.3 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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layout(std140) uniform Transform {
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mat4 ModelViewMatrix;
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mat4 ProjectionMatrix;
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mat4 ModelViewProjectionMatrix;
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mat4 ModelViewInverseMatrix;
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};
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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 vec4 position;
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layout (location=1) in vec3 normal;
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out vec4 vPosition;
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out vec3 vNormal;
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void main()
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{
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vPosition = ModelViewMatrix * position;
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vNormal = (ModelViewMatrix * vec4(normal, 0.0)).xyz;
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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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layout(triangle_strip, max_vertices = 4) out;
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#define EDGE_VERTS 4
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in vec4 vPosition[4];
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in vec3 vNormal[4];
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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#define EDGE_VERTS 3
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in vec4 vPosition[3];
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in vec3 vNormal[3];
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#endif // PRIM_TRI
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#ifdef PRIM_POINT
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layout(points) in;
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layout(points, max_vertices = 1) out;
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in vec4 vPosition[1];
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in vec3 vNormal[1];
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#endif // PRIM_POINT
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out vec4 gPosition;
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out vec3 gNormal;
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noperspective out vec4 gEdgeDistance;
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void emit(int index, vec3 normal)
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{
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gPosition = vPosition[index];
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#ifdef SMOOTH_NORMALS
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gNormal = vNormal[index];
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#else
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gNormal = normal;
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#endif
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gl_Position = ProjectionMatrix * vPosition[index];
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EmitVertex();
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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const float VIEWPORT_SCALE = 1024.0; // XXXdyu
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float edgeDistance(vec4 p, vec4 p0, vec4 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
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{
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gEdgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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gEdgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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gEdgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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gEdgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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gEdgeDistance[3] =
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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emit(index, normal);
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}
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#endif
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_POINT
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emit(0, vec3(0));
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#endif
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#ifdef PRIM_QUAD
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vec3 A = (vPosition[0] - vPosition[1]).xyz;
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vec3 B = (vPosition[3] - vPosition[1]).xyz;
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vec3 C = (vPosition[2] - vPosition[1]).xyz;
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vec3 n0 = normalize(cross(B, A));
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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edgeVerts[0] = ProjectionMatrix * vPosition[0];
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edgeVerts[1] = ProjectionMatrix * vPosition[1];
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edgeVerts[2] = ProjectionMatrix * vPosition[2];
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edgeVerts[3] = ProjectionMatrix * vPosition[3];
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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edgeVerts[3].xy /= edgeVerts[3].w;
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emit(0, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(3, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(3, n0);
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emit(2, n0);
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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]).xyz;
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vec3 B = (vPosition[2] - vPosition[0]).xyz;
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vec3 n0 = normalize(cross(B, A));
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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edgeVerts[0] = ProjectionMatrix * vPosition[0];
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edgeVerts[1] = ProjectionMatrix * vPosition[1];
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edgeVerts[2] = ProjectionMatrix * vPosition[2];
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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emit(0, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(2, n0);
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#endif
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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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in vec4 gPosition;
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in vec3 gNormal;
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noperspective in vec4 gEdgeDistance;
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out vec4 outColor;
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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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layout(std140) uniform Lighting {
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LightSource lightSource[NUM_LIGHTS];
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};
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uniform vec4 diffuseColor = vec4(1);
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uniform vec4 ambientColor = vec4(1);
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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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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 * ambientColor
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+ d * lightSource[i].diffuse * diffuseColor
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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 PRIM_POINT
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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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outColor = fragColor;
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}
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#endif
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vec4
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edgeColor(vec4 Cfill, vec4 edgeDistance)
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{
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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float d =
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min(gEdgeDistance[0], min(gEdgeDistance[1], gEdgeDistance[2]));
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#endif
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#ifdef PRIM_QUAD
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float d =
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min(min(gEdgeDistance[0], gEdgeDistance[1]),
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min(gEdgeDistance[2], gEdgeDistance[3]));
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#endif
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vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
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float p = exp2(-2 * d * d);
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#if defined(GEOMETRY_OUT_WIRE)
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if (p < 0.25) discard;
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#endif
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Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
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#endif
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return Cfill;
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}
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#if defined(PRIM_QUAD) || defined(PRIM_TRI)
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void
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main()
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{
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vec3 N = (gl_FrontFacing ? gNormal : -gNormal);
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vec4 Cf = lighting(gPosition.xyz, N);
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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Cf = edgeColor(Cf, gEdgeDistance);
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#endif
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outColor = Cf;
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}
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#endif
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#endif
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