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 (442 lines) | stat: -rw-r--r-- 12,731 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
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
//
//   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)

#undef OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE
#define OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE(UV, a, b, c) \
    outpt.color = \
        inpt[a].color * (1.0f - UV.x - UV.y) + \
        inpt[b].color * UV.x + \
        inpt[c].color * UV.y;

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

layout(std140) uniform Transform {
    mat4 ModelViewMatrix;
    mat4 ProjectionMatrix;
    vec4 Viewport;
    float TessLevel;
};

uniform int GregoryQuadOffsetBase;
uniform int PrimitiveIdBase;

//--------------------------------------------------------------
// Osd external functions
//--------------------------------------------------------------

mat4 OsdModelViewMatrix()
{
    return ModelViewMatrix;
}
mat4 OsdProjectionMatrix()
{
    return ProjectionMatrix;
}
mat4 OsdModelViewProjectionMatrix()
{
    return OsdProjectionMatrix() * OsdModelViewMatrix();
}
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;
    outpt.v.patchCoord = vec4(0);
    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;
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
    vec2 vSegments;
#endif
    OSD_USER_VARYING_DECLARE
} inpt[EDGE_VERTS];

out block {
    OutputVertex v;
    noperspective out vec4 edgeDistance;
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
    vec2 vSegments;
#endif
    OSD_USER_VARYING_DECLARE
} outpt;

void emit(int index, vec3 normal)
{
    outpt.v.position = inpt[index].v.position;
    outpt.v.patchCoord = inpt[index].v.patchCoord;
#ifdef SMOOTH_NORMALS
    outpt.v.normal = inpt[index].v.normal;
#else
    outpt.v.normal = normal;
#endif

#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
    outpt.vSegments = inpt[index].vSegments;
#endif

    outpt.color = inpt[index].color;

    gl_Position = ProjectionMatrix * inpt[index].v.position;
    EmitVertex();
}

#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
uniform float viewportScale;

float edgeDistance(vec4 p, vec4 p0, vec4 p1)
{
    vec4 viewportScale = vec4(0.5*Viewport[2],
                              0.5*Viewport[3],
                              1, 1);
    p *= viewportScale;
    p0 *= viewportScale;
    p1 *= viewportScale;

    return 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] =
    outpt.edgeDistance[3] =
        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[0].v.position - inpt[1].v.position).xyz;
    vec3 B = (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[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;
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
    vec2 vSegments;
#endif
    OSD_USER_VARYING_DECLARE
} inpt;

out vec4 outColor;

uniform vec4 diffuseColor = vec4(1);
uniform vec4 ambientColor = vec4(1);

vec4
getAdaptivePatchColor(ivec3 patchParam)
{
    const vec4 patchColors[7*6] = vec4[7*6](
        vec4(1.0f,  1.0f,  1.0f,  1.0f),   // regular
        vec4(0.0f,  1.0f,  1.0f,  1.0f),   // regular pattern 0
        vec4(0.0f,  0.5f,  1.0f,  1.0f),   // regular pattern 1
        vec4(0.0f,  0.5f,  0.5f,  1.0f),   // regular pattern 2
        vec4(0.5f,  0.0f,  1.0f,  1.0f),   // regular pattern 3
        vec4(1.0f,  0.5f,  1.0f,  1.0f),   // regular pattern 4

        vec4(1.0f,  0.5f,  0.5f,  1.0f),   // single crease
        vec4(1.0f,  0.70f,  0.6f,  1.0f),  // single crease pattern 0
        vec4(1.0f,  0.65f,  0.6f,  1.0f),  // single crease pattern 1
        vec4(1.0f,  0.60f,  0.6f,  1.0f),  // single crease pattern 2
        vec4(1.0f,  0.55f,  0.6f,  1.0f),  // single crease pattern 3
        vec4(1.0f,  0.50f,  0.6f,  1.0f),  // single crease pattern 4

        vec4(0.8f,  0.0f,  0.0f,  1.0f),   // boundary
        vec4(0.0f,  0.0f,  0.75f, 1.0f),   // boundary pattern 0
        vec4(0.0f,  0.2f,  0.75f, 1.0f),   // boundary pattern 1
        vec4(0.0f,  0.4f,  0.75f, 1.0f),   // boundary pattern 2
        vec4(0.0f,  0.6f,  0.75f, 1.0f),   // boundary pattern 3
        vec4(0.0f,  0.8f,  0.75f, 1.0f),   // boundary pattern 4

        vec4(0.0f,  1.0f,  0.0f,  1.0f),   // corner
        vec4(0.5f,  1.0f,  0.5f,  1.0f),   // corner pattern 0
        vec4(0.5f,  1.0f,  0.5f,  1.0f),   // corner pattern 1
        vec4(0.5f,  1.0f,  0.5f,  1.0f),   // corner pattern 2
        vec4(0.5f,  1.0f,  0.5f,  1.0f),   // corner pattern 3
        vec4(0.5f,  1.0f,  0.5f,  1.0f),   // corner pattern 4

        vec4(1.0f,  1.0f,  0.0f,  1.0f),   // gregory
        vec4(1.0f,  1.0f,  0.0f,  1.0f),   // gregory
        vec4(1.0f,  1.0f,  0.0f,  1.0f),   // gregory
        vec4(1.0f,  1.0f,  0.0f,  1.0f),   // gregory
        vec4(1.0f,  1.0f,  0.0f,  1.0f),   // gregory
        vec4(1.0f,  1.0f,  0.0f,  1.0f),   // gregory

        vec4(1.0f,  0.5f,  0.0f,  1.0f),   // gregory boundary
        vec4(1.0f,  0.5f,  0.0f,  1.0f),   // gregory boundary
        vec4(1.0f,  0.5f,  0.0f,  1.0f),   // gregory boundary
        vec4(1.0f,  0.5f,  0.0f,  1.0f),   // gregory boundary
        vec4(1.0f,  0.5f,  0.0f,  1.0f),   // gregory boundary
        vec4(1.0f,  0.5f,  0.0f,  1.0f),   // gregory boundary

        vec4(1.0f,  0.7f,  0.3f,  1.0f),   // gregory basis
        vec4(1.0f,  0.7f,  0.3f,  1.0f),   // gregory basis
        vec4(1.0f,  0.7f,  0.3f,  1.0f),   // gregory basis
        vec4(1.0f,  0.7f,  0.3f,  1.0f),   // gregory basis
        vec4(1.0f,  0.7f,  0.3f,  1.0f),   // gregory basis
        vec4(1.0f,  0.7f,  0.3f,  1.0f)    // gregory basis
    );

    int patchType = 0;

    int edgeCount = bitCount(OsdGetPatchBoundaryMask(patchParam));
    if (edgeCount == 1) {
        patchType = 2; // BOUNDARY
    }
    if (edgeCount > 1) {
        patchType = 3; // CORNER (not correct for patches that are not isolated)
    }

#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
    // check this after boundary/corner since single crease patch also has edgeCount.
    if (inpt.vSegments.y > 0) {
        patchType = 1;
    }
#elif defined OSD_PATCH_GREGORY
    patchType = 4;
#elif defined OSD_PATCH_GREGORY_BOUNDARY
    patchType = 5;
#elif defined OSD_PATCH_GREGORY_BASIS
    patchType = 6;
#elif defined OSD_PATCH_GREGORY_TRIANGLE
    patchType = 6;
#endif

    int pattern = bitCount(OsdGetPatchTransitionMask(patchParam));

    return patchColors[6*patchType + pattern];
}


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
    float v = 0.8;
    vec4 Cedge = vec4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
    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);
    float d = dot(N, vec3(0,0,1));

#if defined(DISPLAY_MODE_VARYING)
    vec4 color = vec4(inpt.color, 1);
#else
    vec4 color = getAdaptivePatchColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
#endif

    vec4 Cf = color * d;
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
    Cf = edgeColor(Cf, inpt.edgeDistance);
#endif

#if defined(DISPLAY_MODE_NORMAL)
    outColor = vec4(N.x, N.y, N.z, 1);
    return;
#endif

    outColor = Cf;
}
#endif

#endif