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Diffstat (limited to 'intern/opensubdiv/gpu_shader_opensubd_display.glsl')
-rw-r--r--intern/opensubdiv/gpu_shader_opensubd_display.glsl335
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
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+++ 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