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400 lines
10 KiB
400 lines
10 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#if defined(INSTANCED_OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL) |
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#extension GL_EXT_gpu_shader4: require |
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#endif |
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#ifdef MULTI_DRAW |
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#ifndef GL_ES |
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#extension GL_ARB_shader_draw_parameters: require |
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#else /* covers WebGL as well */ |
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#extension GL_ANGLE_multi_draw: require |
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#endif |
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#endif |
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#ifndef NEW_GLSL |
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#define in attribute |
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#define out varying |
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#endif |
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#ifndef RUNTIME_CONST |
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#define const |
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#endif |
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/* Uniforms */ |
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#ifndef UNIFORM_BUFFERS |
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#ifdef TWO_DIMENSIONS |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 6) |
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#endif |
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uniform highp mat3 transformationProjectionMatrix |
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#ifndef GL_ES |
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= mat3(1.0) |
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#endif |
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; |
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#elif defined(THREE_DIMENSIONS) |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 6) |
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#endif |
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uniform highp mat4 transformationMatrix |
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#ifndef GL_ES |
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= mat4(1.0) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 7) |
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#endif |
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uniform highp mat4 projectionMatrix |
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#ifndef GL_ES |
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= mat4(1.0) |
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#endif |
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; |
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#else |
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#error |
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#endif |
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#ifdef VERTEX_ID |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 5) |
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#endif |
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uniform lowp vec2 colorMapOffsetScale |
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#ifndef GL_ES |
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= vec2(1.0/512.0, 1.0/256.0) |
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#endif |
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; |
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#define colorMapOffset colorMapOffsetScale.x |
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#define colorMapScale colorMapOffsetScale.y |
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#endif |
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#if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 8) |
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#endif |
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uniform highp mat3 normalMatrix |
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#ifndef GL_ES |
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= mat3(1.0) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 10) |
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#endif |
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uniform highp float lineLength |
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#ifndef GL_ES |
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= 1.0 |
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#endif |
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; |
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#endif |
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/* Uniform buffers */ |
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#else |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 1) |
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#endif |
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uniform highp uint drawOffset |
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#ifndef GL_ES |
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= 0u |
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#endif |
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; |
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#ifdef TWO_DIMENSIONS |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 1 |
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#endif |
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) uniform TransformationProjection { |
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highp mat3 transformationProjectionMatrices[DRAW_COUNT]; |
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}; |
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#elif defined(THREE_DIMENSIONS) |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 0 |
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#endif |
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) uniform Projection { |
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highp mat4 projectionMatrix; |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 1 |
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#endif |
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) uniform Transformation { |
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highp mat4 transformationMatrices[DRAW_COUNT]; |
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}; |
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#else |
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#error |
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#endif |
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/* Keep in sync with MeshVisualizer.geom and MeshVisualizer.frag. Can't |
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"outsource" to a common file because the #extension directives need to be |
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always before any code. */ |
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struct DrawUniform { |
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#ifdef THREE_DIMENSIONS |
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highp mat3 normalMatrix; /* actually mat3x4 */ |
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#elif !defined(TWO_DIMENSIONS) |
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#error |
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#endif |
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highp uvec4 materialIdReservedReservedReservedReserved; |
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#define draw_materialIdReserved materialIdReservedReservedReservedReserved.x |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 2 |
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#endif |
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) uniform Draw { |
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DrawUniform draws[DRAW_COUNT]; |
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}; |
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/* Keep in sync with MeshVisualizer.geom and MeshVisualizer.frag. Can't |
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"outsource" to a common file because the #extension directives need to be |
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always before any code. */ |
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struct MaterialUniform { |
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lowp vec4 color; |
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lowp vec4 wireframeColor; |
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lowp vec4 wireframeWidthColorMapOffsetColorMapScaleLineWidth; |
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#define material_wireframeWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.x |
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#define material_colorMapOffset wireframeWidthColorMapOffsetColorMapScaleLineWidth.y |
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#define material_colorMapScale wireframeWidthColorMapOffsetColorMapScaleLineWidth.z |
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#define material_lineWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.w |
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lowp vec4 lineLengthSmoothnessReservedReserved; |
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#define material_lineLength lineLengthSmoothnessReservedReserved.x |
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#define material_smoothness lineLengthSmoothnessReservedReserved.y |
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}; |
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layout(std140 |
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#ifdef EXPLICIT_BINDING |
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, binding = 4 |
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#endif |
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) uniform Material { |
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MaterialUniform materials[MATERIAL_COUNT]; |
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}; |
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#endif |
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/* Inputs */ |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = POSITION_ATTRIBUTE_LOCATION) |
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#endif |
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#ifdef TWO_DIMENSIONS |
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in highp vec2 position; |
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#elif defined(THREE_DIMENSIONS) |
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in highp vec4 position; |
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#else |
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#error |
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#endif |
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#if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TANGENT_ATTRIBUTE_LOCATION) |
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#endif |
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in highp vec4 tangent; |
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#endif |
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#ifdef BITANGENT_DIRECTION |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = BITANGENT_ATTRIBUTE_LOCATION) |
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#endif |
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in highp vec3 bitangent; |
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#endif |
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#if defined(NORMAL_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = NORMAL_ATTRIBUTE_LOCATION) |
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#endif |
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in highp vec3 normal; |
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#endif |
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#if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) |
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#if (!defined(GL_ES) && __VERSION__ < 140) || (defined(GL_ES) && __VERSION__ < 300) |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = 4) |
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#endif |
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in lowp float vertexIndex; |
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#define gl_VertexID int(vertexIndex) |
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#endif |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = OBJECT_ID_ATTRIBUTE_LOCATION) |
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#endif |
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in highp uint instanceObjectId; |
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#endif |
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/* Outputs */ |
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#if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) |
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out vec3 barycentric; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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#ifdef NO_GEOMETRY_SHADER |
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flat out highp uint interpolatedInstanceObjectId; |
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#else |
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flat out highp uint interpolatedVsInstanceObjectId; |
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#endif |
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#endif |
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#ifdef VERTEX_ID |
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#ifdef NO_GEOMETRY_SHADER |
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out highp float interpolatedMappedVertexId; |
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#else |
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out highp float interpolatedVsMappedVertexId; |
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#endif |
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#endif |
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#ifdef PRIMITIVE_ID_FROM_VERTEX_ID |
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#ifdef NO_GEOMETRY_SHADER |
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flat out highp uint interpolatedPrimitiveId; |
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#else |
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flat out highp uint interpolatedVsPrimitiveId; |
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#endif |
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#endif |
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#ifdef TANGENT_DIRECTION |
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out highp vec4 tangentEndpoint; |
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#endif |
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#if defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) |
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out highp vec4 bitangentEndpoint; |
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#endif |
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#ifdef NORMAL_DIRECTION |
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out highp vec4 normalEndpoint; |
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#endif |
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#ifdef MULTI_DRAW |
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flat out highp uint |
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#ifdef NO_GEOMETRY_SHADER |
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drawId |
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#else |
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vsDrawId |
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#endif |
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; |
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#endif |
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void main() { |
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#ifdef UNIFORM_BUFFERS |
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#ifdef MULTI_DRAW |
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#ifdef NO_GEOMETRY_SHADER |
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drawId |
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#else |
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vsDrawId |
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#define drawId vsDrawId |
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#endif |
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= drawOffset + uint( |
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#ifndef GL_ES |
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gl_DrawIDARB /* Using GL_ARB_shader_draw_parameters, not GLSL 4.6 */ |
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#else |
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gl_DrawID |
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#endif |
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); |
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#else |
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#define drawId drawOffset |
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#endif |
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#ifdef TWO_DIMENSIONS |
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highp const mat3 transformationProjectionMatrix = transformationProjectionMatrices[drawId]; |
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#elif defined(THREE_DIMENSIONS) |
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highp const mat4 transformationMatrix = transformationMatrices[drawId]; |
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#else |
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#error |
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#endif |
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#if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(NORMAL_DIRECTION) |
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mediump const mat3 normalMatrix = draws[drawId].normalMatrix; |
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#endif |
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mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; |
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lowp float colorMapOffset = materials[materialId].material_colorMapOffset; |
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lowp float colorMapScale = materials[materialId].material_colorMapScale; |
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highp float lineLength = materials[materialId].material_lineLength; |
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#endif |
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#ifdef TWO_DIMENSIONS |
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gl_Position.xywz = vec4(transformationProjectionMatrix*vec3(position, 1.0), 0.0); |
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#elif defined(THREE_DIMENSIONS) |
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gl_Position = projectionMatrix*transformationMatrix*position; |
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#else |
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#error |
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#endif |
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#ifdef TANGENT_DIRECTION |
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tangentEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*tangent.xyz)*lineLength, 0.0)); |
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#endif |
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#ifdef BITANGENT_FROM_TANGENT_DIRECTION |
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vec3 bitangent = cross(normal, tangent.xyz)*tangent.w; |
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#endif |
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#if defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) |
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bitangentEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*bitangent)*lineLength, 0.0)); |
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#endif |
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#ifdef NORMAL_DIRECTION |
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normalEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*normal)*lineLength, 0.0)); |
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#endif |
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#if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER) |
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barycentric = vec3(0.0); |
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#ifdef SUBSCRIPTING_WORKAROUND |
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#ifndef NEW_GLSL |
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int i = int(mod(vertexIndex, 3.0)); |
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#else |
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int i = gl_VertexID % 3; |
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#endif |
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if(i == 0) barycentric.x = 1.0; |
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else if(i == 1) barycentric.y = 1.0; |
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else barycentric.z = 1.0; |
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#elif !defined(NEW_GLSL) |
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barycentric[int(mod(vertexIndex, 3.0))] = 1.0; |
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#else |
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barycentric[gl_VertexID % 3] = 1.0; |
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#endif |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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#ifdef NO_GEOMETRY_SHADER |
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interpolatedInstanceObjectId |
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#else |
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interpolatedVsInstanceObjectId |
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#endif |
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= instanceObjectId; |
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#endif |
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#ifdef VERTEX_ID |
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#ifdef NO_GEOMETRY_SHADER |
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interpolatedMappedVertexId |
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#else |
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interpolatedVsMappedVertexId |
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#endif |
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= colorMapOffset + float(gl_VertexID)*colorMapScale; |
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#endif |
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#ifdef PRIMITIVE_ID_FROM_VERTEX_ID |
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#ifdef NO_GEOMETRY_SHADER |
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interpolatedPrimitiveId |
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#else |
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interpolatedVsPrimitiveId |
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#endif |
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= uint(gl_VertexID/3); |
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#endif |
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}
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