diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-07-20 16:18:35 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-07-20 23:29:25 +0300 |
commit | a040157e5dd7227fc61ee2608f30f2492db167be (patch) | |
tree | 0767877854dcb0874e53ee70f8f9f0ad91bd7762 /intern/opensubdiv/gpu_shader_opensubd_display.glsl | |
parent | ccc3c2dbda36f00e74064e993d7e98bf8ab32a58 (diff) |
OpenSubdiv: Add new OpenSubdiv related files
This includes C-API bindings in intern/opensubdiv and CMAke module
which finds the OpenSubdiv library. This filea are not in use so
far, making it a separate commit to make actual integration commit
more clear.
Diffstat (limited to 'intern/opensubdiv/gpu_shader_opensubd_display.glsl')
-rw-r--r-- | intern/opensubdiv/gpu_shader_opensubd_display.glsl | 335 |
1 files changed, 335 insertions, 0 deletions
diff --git a/intern/opensubdiv/gpu_shader_opensubd_display.glsl b/intern/opensubdiv/gpu_shader_opensubd_display.glsl new file mode 100644 index 00000000000..fb46971bce8 --- /dev/null +++ b/intern/opensubdiv/gpu_shader_opensubd_display.glsl @@ -0,0 +1,335 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2014 Blender Foundation. + * All rights reserved. + * + * Contributor(s): Sergey Sharybin + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/* ***** Vertex shader ***** */ + +#extension GL_EXT_geometry_shader4 : enable +#extension GL_ARB_gpu_shader5 : enable +#extension GL_ARB_explicit_attrib_location : require + +struct VertexData { + vec4 position; + vec3 normal; + vec2 uv; +}; + +#ifdef VERTEX_SHADER + +in vec3 normal; +in vec4 position; + +uniform mat4 modelViewMatrix; +uniform mat3 normalMatrix; + +out block { + VertexData v; +} outpt; + +void main() +{ + outpt.v.position = modelViewMatrix * position; + outpt.v.normal = normalize(normalMatrix * normal); +} + +#endif /* VERTEX_SHADER */ + +/* ***** geometry shader ***** */ +#ifdef GEOMETRY_SHADER + +#ifndef GLSL_COMPAT_WORKAROUND +layout(lines_adjacency) in; +#ifndef WIREFRAME +layout(triangle_strip, max_vertices = 4) out; +#else +layout(line_strip, max_vertices = 8) out; +#endif +#endif + +uniform mat4 modelViewMatrix; +uniform mat4 projectionMatrix; +uniform int PrimitiveIdBase; +uniform int osd_fvar_count; +uniform int osd_active_uv_offset; + +in block { + VertexData v; +} inpt[4]; + +#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \ + { \ + vec2 v[4]; \ + int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \ + for (int i = 0; i < 4; ++i) { \ + int index = (primOffset + i) * osd_fvar_count + fvarOffset; \ + v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \ + texelFetch(FVarDataBuffer, index + 1).s); \ + } \ + result = mix(mix(v[0], v[1], tessCoord.s), \ + mix(v[3], v[2], tessCoord.s), \ + tessCoord.t); \ + } + +uniform samplerBuffer FVarDataBuffer; + +out block { + VertexData v; +} outpt; + +#ifdef FLAT_SHADING +void emit(int index, vec3 normal) +{ + outpt.v.position = inpt[index].v.position; + outpt.v.normal = normal; + + /* TODO(sergey): Only uniform subdivisions atm. */ + vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1)); + vec2 st = quadst[index]; + + INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st); + + gl_Position = projectionMatrix * inpt[index].v.position; + EmitVertex(); +} + +# ifdef WIREFRAME +void emit_edge(int v0, int v1, vec3 normal) +{ + emit(v0, normal); + emit(v1, normal); +} +# endif + +#else +void emit(int index) +{ + outpt.v.position = inpt[index].v.position; + outpt.v.normal = inpt[index].v.normal; + + /* TODO(sergey): Only uniform subdivisions atm. */ + vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1)); + vec2 st = quadst[index]; + + INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st); + + gl_Position = projectionMatrix * inpt[index].v.position; + EmitVertex(); +} + +# ifdef WIREFRAME +void emit_edge(int v0, int v1) +{ + emit(v0); + emit(v1); +} +# endif + +#endif + +void main() +{ + gl_PrimitiveID = gl_PrimitiveIDIn; + +#ifdef FLAT_SHADING + vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz; + vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz; + vec3 flat_normal = normalize(cross(B, A)); +# ifndef WIREFRAME + emit(0, flat_normal); + emit(1, flat_normal); + emit(3, flat_normal); + emit(2, flat_normal); +# else + emit_edge(0, 1, flat_normal); + emit_edge(1, 2, flat_normal); + emit_edge(2, 3, flat_normal); + emit_edge(3, 0, flat_normal); +# endif +#else +# ifndef WIREFRAME + emit(0); + emit(1); + emit(3); + emit(2); +# else + emit_edge(0, 1); + emit_edge(1, 2); + emit_edge(2, 3); + emit_edge(3, 0); +# endif +#endif + + EndPrimitive(); +} + +#endif /* GEOMETRY_SHADER */ + +/* ***** Fragment shader ***** */ +#ifdef FRAGMENT_SHADER + +#define MAX_LIGHTS 8 +#define NUM_SOLID_LIGHTS 3 + +struct LightSource { + vec4 position; + vec4 ambient; + vec4 diffuse; + vec4 specular; + vec4 spotDirection; + float constantAttenuation; + float linearAttenuation; + float quadraticAttenuation; + float spotCutoff; + float spotExponent; + float spotCosCutoff; +}; + +uniform Lighting { + LightSource lightSource[MAX_LIGHTS]; + int num_enabled_lights; +}; + +uniform vec4 diffuse; +uniform vec4 specular; +uniform float shininess; + +uniform sampler2D texture_buffer; +uniform bool use_color_material; +uniform bool use_texture_2d; + +in block { + VertexData v; +} inpt; + +void main() +{ +#ifdef WIREFRAME + gl_FragColor = diffuse; +#else + vec3 N = inpt.v.normal; + + if (!gl_FrontFacing) + N = -N; + + /* Compute diffuse and specular lighting. */ + vec3 L_diffuse = vec3(0.0); + vec3 L_specular = vec3(0.0); + + if (use_color_material == false) { + /* Assume NUM_SOLID_LIGHTS directional lights. */ + for (int i = 0; i < NUM_SOLID_LIGHTS; i++) { + vec3 light_direction = lightSource[i].position.xyz; + + /* Diffuse light. */ + vec3 light_diffuse = lightSource[i].diffuse.rgb; + float diffuse_bsdf = max(dot(N, light_direction), 0.0); + L_diffuse += light_diffuse * diffuse_bsdf; + + vec4 Plight = lightSource[i].position; + vec3 l = (Plight.w == 0.0) + ? normalize(Plight.xyz) : normalize(Plight.xyz - + inpt.v.position.xyz); + + /* Specular light. */ + vec3 light_specular = lightSource[i].specular.rgb; + vec3 H = normalize(l + vec3(0,0,1)); + + float specular_bsdf = pow(max(dot(N, H), 0.0), + shininess); + L_specular += light_specular * specular_bsdf; + } + } + else { + vec3 varying_position = inpt.v.position.xyz; + vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? + normalize(varying_position): vec3(0.0, 0.0, -1.0); + for (int i = 0; i < num_enabled_lights; i++) { + /* todo: this is a slow check for disabled lights */ + if (lightSource[i].specular.a == 0.0) + continue; + + float intensity = 1.0; + vec3 light_direction; + + if (lightSource[i].position.w == 0.0) { + /* directional light */ + light_direction = lightSource[i].position.xyz; + } + else { + /* point light */ + vec3 d = lightSource[i].position.xyz - varying_position; + light_direction = normalize(d); + + /* spot light cone */ + if (lightSource[i].spotCutoff < 90.0) { + float cosine = max(dot(light_direction, + -lightSource[i].spotDirection.xyz), + 0.0); + intensity = pow(cosine, lightSource[i].spotExponent); + intensity *= step(lightSource[i].spotCosCutoff, cosine); + } + + /* falloff */ + float distance = length(d); + + intensity /= lightSource[i].constantAttenuation + + lightSource[i].linearAttenuation * distance + + lightSource[i].quadraticAttenuation * distance * distance; + } + + /* diffuse light */ + vec3 light_diffuse = lightSource[i].diffuse.rgb; + float diffuse_bsdf = max(dot(N, light_direction), 0.0); + L_diffuse += light_diffuse*diffuse_bsdf*intensity; + + /* specular light */ + vec3 light_specular = lightSource[i].specular.rgb; + vec3 H = normalize(light_direction - V); + + float specular_bsdf = pow(max(dot(N, H), 0.0), + gl_FrontMaterial.shininess); + L_specular += light_specular*specular_bsdf * intensity; + } + } + + /* Compute diffuse color. */ + float alpha; + if (use_texture_2d) { + L_diffuse *= texture2D(texture_buffer, inpt.v.uv).rgb; + } + else { + L_diffuse *= diffuse.rgb; + } + alpha = diffuse.a; + + /* Sum lighting. */ + vec3 L = /*gl_FrontLightModelProduct.sceneColor.rgb +*/ L_diffuse; + L += L_specular * specular.rgb; + + /* Write out fragment color. */ + gl_FragColor = vec4(L, alpha); +#endif +} + +#endif // FRAGMENT_SHADER |