diff options
Diffstat (limited to 'intern/opensubdiv/shader')
3 files changed, 372 insertions, 0 deletions
diff --git a/intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl b/intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl new file mode 100644 index 00000000000..1e36d549360 --- /dev/null +++ b/intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl @@ -0,0 +1,172 @@ +/* + * ***** 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 ***** + */ + +struct VertexData { + vec4 position; + vec3 normal; + vec2 uv; +}; + +#define MAX_LIGHTS 8 +#define NUM_SOLID_LIGHTS 3 + +struct LightSource { + vec4 position; + vec4 ambient; + vec4 diffuse; + vec4 specular; + vec4 spotDirection; +#ifdef SUPPORT_COLOR_MATERIAL + float constantAttenuation; + float linearAttenuation; + float quadraticAttenuation; + float spotCutoff; + float spotExponent; + float spotCosCutoff; + float pad, pad2; +#endif +}; + +layout(std140) uniform Lighting { + LightSource lightSource[MAX_LIGHTS]; + int num_enabled_lights; +}; + +uniform vec4 diffuse; +uniform vec4 specular; +uniform float shininess; + +uniform sampler2D texture_buffer; + +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); + +#ifdef USE_LIGHTING +#ifndef USE_COLOR_MATERIAL + /* Assume NUM_SOLID_LIGHTS directional lights. */ + for (int i = 0; i < NUM_SOLID_LIGHTS; i++) { + vec4 Plight = lightSource[i].position; +#ifdef USE_DIRECTIONAL_LIGHT + vec3 l = (Plight.w == 0.0) + ? normalize(Plight.xyz) + : normalize(inpt.v.position.xyz); +#else /* USE_DIRECTIONAL_LIGHT */ + /* TODO(sergey): We can normalize it outside of the shader. */ + vec3 l = normalize(Plight.xyz); +#endif /* USE_DIRECTIONAL_LIGHT */ + vec3 h = normalize(l + vec3(0, 0, 1)); + float d = max(0.0, dot(N, l)); + float s = pow(max(0.0, dot(N, h)), shininess); + L_diffuse += d * lightSource[i].diffuse.rgb; + L_specular += s * lightSource[i].specular.rgb; + } +#else /* USE_COLOR_MATERIAL */ + 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; + } +#endif /* USE_COLOR_MATERIAL */ +#else /* USE_LIGHTING */ + L_diffuse = vec3(1.0); +#endif + + /* Compute diffuse color. */ +#ifdef USE_TEXTURE_2D + L_diffuse *= texture2D(texture_buffer, inpt.v.uv).rgb; +#else + L_diffuse *= diffuse.rgb; +#endif + + /* Sum lighting. */ + vec3 L = L_diffuse; + if (shininess != 0) { + L += L_specular * specular.rgb; + } + + /* Write out fragment color. */ + gl_FragColor = vec4(L, diffuse.a); +#endif +} diff --git a/intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl b/intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl new file mode 100644 index 00000000000..b16a5cca733 --- /dev/null +++ b/intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl @@ -0,0 +1,154 @@ +/* + * ***** 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 ***** + */ + +struct VertexData { + vec4 position; + vec3 normal; + vec2 uv; +}; + +layout(lines_adjacency) in; +#ifdef WIREFRAME +layout(line_strip, max_vertices = 8) out; +#else +layout(triangle_strip, max_vertices = 4) out; +#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[]; + +#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; +uniform isamplerBuffer FVarDataOffsetBuffer; + +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(); +} diff --git a/intern/opensubdiv/shader/gpu_shader_opensubdiv_vertex.glsl b/intern/opensubdiv/shader/gpu_shader_opensubdiv_vertex.glsl new file mode 100644 index 00000000000..6fcf5ad20cd --- /dev/null +++ b/intern/opensubdiv/shader/gpu_shader_opensubdiv_vertex.glsl @@ -0,0 +1,46 @@ +/* + * ***** 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 ***** + */ + +struct VertexData { + vec4 position; + vec3 normal; + vec2 uv; +}; + +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); +} |