File: shader.glsl

package info (click to toggle)
opensubdiv 3.6.0-3
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 75,132 kB
  • sloc: cpp: 137,820; python: 1,069; objc: 412; javascript: 361; lisp: 216; ansic: 170; makefile: 24
file content (398 lines) | stat: -rw-r--r-- 10,527 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
//
//   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.
//

#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)

//--------------------------------------------------------------
// Uniform Blocks
//--------------------------------------------------------------

layout(std140) uniform Transform {
    mat4 ModelViewMatrix;
    mat4 ProjectionMatrix;
    mat4 ModelViewProjectionMatrix;
    mat4 ModelViewInverseMatrix;
    mat4 UvViewMatrix;
};

layout(std140) uniform Tessellation {
    float TessLevel;
};

uniform int GregoryQuadOffsetBase;
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 PrimitiveIdBase;
}
int OsdBaseVertex()
{
    return 0;
}

//--------------------------------------------------------------
// 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;

    // We don't actually want to write all these, but some
    // compilers complain during about failing to fully write
    // outpt.v if they are excluded.
    outpt.v.normal = vec3(0);
    outpt.v.tangent = vec3(0);
    outpt.v.bitangent = vec3(0);
    outpt.v.patchCoord = vec4(0);
    outpt.v.tessCoord = vec2(0);
#if defined OSD_COMPUTE_NORMAL_DERIVATIVES
    outpt.v.Nu = vec3(0);
    outpt.v.Nv = vec3(0);
#endif
    // --

    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;

uniform isamplerBuffer OsdFVarParamBuffer;
layout(std140) uniform OsdFVarArrayData {
    OsdPatchArray fvarPatchArray[2];
};

vec2
interpolateFaceVarying(vec2 uv, int fvarOffset)
{
    int patchIndex = OsdGetPatchIndex(gl_PrimitiveID);

    OsdPatchArray array = fvarPatchArray[0];

    ivec3 fvarPatchParam = texelFetch(OsdFVarParamBuffer, patchIndex).xyz;
    OsdPatchParam param = OsdPatchParamInit(fvarPatchParam.x,
                                            fvarPatchParam.y,
                                            fvarPatchParam.z);

    int patchType = OsdPatchParamIsRegular(param) ? array.regDesc : array.desc;

    float wP[20], wDu[20], wDv[20], wDuu[20], wDuv[20], wDvv[20];
    int numPoints = OsdEvaluatePatchBasisNormalized(patchType, param,
                uv.s, uv.t, wP, wDu, wDv, wDuu, wDuv, wDvv);

    int primOffset = patchIndex * array.stride;

    vec2 result = vec2(0);
    for (int i=0; i<numPoints; ++i) {
        int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset;
        vec2 cv = vec2(texelFetch(OsdFVarDataBuffer, index).s,
                       texelFetch(OsdFVarDataBuffer, index + 1).s);
        result += wP[i] * cv;
    }

    return result;
}

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 SHADING_FACEVARYING_UNIFORM_SUBDIVISION
    // interpolate fvar data at refined tri or quad vertex locations
#ifdef PRIM_TRI
    vec2 trist[3] = vec2[](vec2(0,0), vec2(1,0), vec2(0,1));
    vec2 st = trist[index];
#endif
#ifdef PRIM_QUAD
    vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1));
    vec2 st = quadst[index];
#endif
#else
    // interpolate fvar data at tessellated vertex locations
    vec2 st = inpt[index].v.tessCoord;
#endif

    vec2 uv = interpolateFaceVarying(st, /*fvarOffset*/0);

    outpt.color = vec3(uv.s, uv.t, 0);

#ifdef GEOMETRY_UV_VIEW
    uv = 2 * uv - vec2(1);
    gl_Position = UvViewMatrix * vec4(uv.s, uv.y, 0, 1);
#else
    gl_Position = ProjectionMatrix * inpt[index].v.position;
#endif
    EmitVertex();
}

#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
const float VIEWPORT_SCALE = 512.0;

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;

vec4
edgeColor(vec4 Cfill)
{
#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()
{
#ifdef GEOMETRY_UV_VIEW
    outColor = edgeColor(vec4(0.9));
    return;

#else
    vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);

    // generating a checkerboard pattern
    int checker = int(floor(20*inpt.color.r)+floor(20*inpt.color.g))&1;
    vec4 color = vec4(inpt.color.rg*checker, 1-checker, 1);

#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
    color = edgeColor(color);
#endif
    outColor = color;
#endif
}
#endif

#endif