/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef RUNTIME_CONST #define const #endif #ifdef GL_ES #extension GL_EXT_geometry_shader: require #ifdef GL_NV_shader_noperspective_interpolation #extension GL_NV_shader_noperspective_interpolation: require #endif #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 5) #endif uniform lowp vec2 viewportSize; /* defaults to zero */ layout(triangles) in; #if (defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION)) && (defined(WIREFRAME_RENDERING) || defined(INSTANCED_OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 1) #endif uniform lowp vec4 color #ifndef GL_ES = vec4(1.0, 1.0, 1.0, 1.0) #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 2) #endif uniform lowp vec4 wireframeColor #ifndef GL_ES = vec4(0.0, 0.0, 0.0, 1.0) #endif ; #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 9) #endif uniform lowp float lineWidth #ifndef GL_ES = 1.0 #endif ; #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 4) #endif uniform lowp float smoothness #ifndef GL_ES = 2.0 #endif ; #endif #ifdef TANGENT_DIRECTION in highp vec4 tangentEndpoint[]; #endif #ifdef BITANGENT_DIRECTION in highp vec4 bitangentEndpoint[]; #endif #ifdef NORMAL_DIRECTION in highp vec4 normalEndpoint[]; #endif layout(triangle_strip, max_vertices = MAX_VERTICES) out; /* Interpolate in screen space (if possible) */ #if !defined(GL_ES) || defined(GL_NV_shader_noperspective_interpolation) noperspective #endif out lowp vec3 dist; #ifdef PRIMITIVE_ID_FROM_VERTEX_ID flat in highp uint interpolatedVsPrimitiveId[]; flat out highp uint interpolatedPrimitiveId; #endif #ifdef INSTANCED_OBJECT_ID flat in highp uint interpolatedVsInstanceObjectId[]; flat out highp uint interpolatedInstanceObjectId; #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) out lowp vec4 backgroundColor; out lowp vec4 lineColor; void emitQuad(vec4 position, vec2 positionScreen, vec4 endpoint, vec2 endpointScreen) { /* Calculate screen-space locations for the bar vertices and form two triangles out of them. In case TBN is rendered alone, half bar width is lineWidth + smoothness to allow for antialiasing, in case it's rendered together with wireframe, it's just lineWidth, as antialiasing would cause depth order issues. 3 - e - 1 -S_-w_0__w_S -w_0__w | /| | | | | | | | / | | | /| | | /| | / | | | / | | | / | | / | | | / | | | / | | / | | | / | | | / | | / | | |/ | | |/ | |/ | |_|_____|_| |_____| 2 - p - 0 -S -w 0 w S -w 0 w The edgeDistance is set to a signed half-width for the antialiased case and to 0 otherwise. See the fragment shader for details. */ vec2 direction = normalize(endpointScreen - positionScreen); #if defined(WIREFRAME_RENDERING) || defined(INSTANCED_OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) float edgeDistance = 0.0; vec2 halfSide = lineWidth*vec2(-direction.y, direction.x); #else float edgeDistance = lineWidth + smoothness; vec2 halfSide = edgeDistance*vec2(-direction.y, direction.x); #endif /* 0 */ dist = vec3(-edgeDistance); gl_Position = vec4((positionScreen - halfSide)*position.w/viewportSize, position.zw); EmitVertex(); /* 1 */ dist = vec3(-edgeDistance); gl_Position = vec4((endpointScreen - halfSide)*endpoint.w/viewportSize, endpoint.zw); EmitVertex(); /* 2 */ dist = vec3(edgeDistance); gl_Position = vec4((positionScreen + halfSide)*position.w/viewportSize, position.zw); EmitVertex(); /* 3 */ dist = vec3(edgeDistance); gl_Position = vec4((endpointScreen + halfSide)*endpoint.w/viewportSize, endpoint.zw); EmitVertex(); EndPrimitive(); } #endif void main() { /* Passthrough for unchanged variables */ #ifdef PRIMITIVE_ID_FROM_VERTEX_ID interpolatedPrimitiveId = interpolatedVsPrimitiveId[0]; #elif defined(PRIMITIVE_ID) /* This has to be done explicitly, otherwise the fragment input is undefined. Interestingly enough this worked well on Mesa / Intel with the GS emitting always just 3 vertices, but not anymore when it emits also the TBN direction. */ gl_PrimitiveID = gl_PrimitiveIDIn; #endif #ifdef INSTANCED_OBJECT_ID interpolatedInstanceObjectId = interpolatedVsInstanceObjectId[0]; #endif /* Screen position of each vertex */ vec2 p[3]; #ifdef TANGENT_DIRECTION vec2 t[3]; #endif #ifdef BITANGENT_DIRECTION vec2 b[3]; #endif #ifdef NORMAL_DIRECTION vec2 n[3]; #endif for(int i = 0; i != 3; ++i) { p[i] = viewportSize*gl_in[i].gl_Position.xy/gl_in[i].gl_Position.w; #ifdef TANGENT_DIRECTION t[i] = viewportSize*tangentEndpoint[i].xy/tangentEndpoint[i].w; #endif #ifdef BITANGENT_DIRECTION b[i] = viewportSize*bitangentEndpoint[i].xy/bitangentEndpoint[i].w; #endif #ifdef NORMAL_DIRECTION n[i] = viewportSize*normalEndpoint[i].xy/normalEndpoint[i].w; #endif } #if defined(WIREFRAME_RENDERING) || defined(INSTANCED_OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID) /* Vector of each triangle side */ const vec2 v[3] = vec2[3]( p[2]-p[1], p[2]-p[0], p[1]-p[0] ); /* Compute area using perp-dot product */ const float area = abs(dot(vec2(-v[1].y, v[1].x), v[2])); /* If wireframe is enabled, add distance to opposite side to each vertex. Otherwise make all distances the same to avoid any lines being drawn. */ for(int i = 0; i != 3; ++i) { dist = vec3(0.0, 0.0, 0.0); #ifdef WIREFRAME_RENDERING dist[i] = area/length(v[i]); #else dist = vec3(area/length(v[i])); #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) backgroundColor = color; lineColor = wireframeColor; #endif gl_Position = gl_in[i].gl_Position; EmitVertex(); } EndPrimitive(); #endif #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) backgroundColor = vec4(0.0, 0.0, 0.0, 0.0); for(int i = 0; i != 3; ++i) { #ifdef TANGENT_DIRECTION lineColor = vec4(1.0, 0.0, 0.0, 1.0); emitQuad(gl_in[i].gl_Position, p[i], tangentEndpoint[i], t[i]); #endif #ifdef BITANGENT_DIRECTION lineColor = vec4(0.0, 1.0, 0.0, 1.0); emitQuad(gl_in[i].gl_Position, p[i], bitangentEndpoint[i], b[i]); #endif #ifdef NORMAL_DIRECTION lineColor = vec4(0.0, 0.0, 1.0, 1.0); emitQuad(gl_in[i].gl_Position, p[i], normalEndpoint[i], n[i]); #endif } #endif }