/* * ***** 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(); }