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520 lines
14 KiB
520 lines
14 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, 2022, 2023 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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#if defined(UNIFORM_BUFFERS) && defined(TEXTURE_ARRAYS) && !defined(GL_ES) |
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#extension GL_ARB_shader_bit_encoding: require |
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#endif |
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#if defined(SHADER_STORAGE_BUFFERS) && !defined(GL_ES) |
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#extension GL_ARB_shader_storage_buffer_object: 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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/* Both classic uniforms and uniform buffers */ |
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#ifdef DYNAMIC_PER_VERTEX_JOINT_COUNT |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = PER_VERTEX_JOINT_COUNT_LOCATION) |
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#endif |
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uniform mediump uvec2 perVertexJointCount |
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#ifndef GL_ES |
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= uvec2(PER_VERTEX_JOINT_COUNT, SECONDARY_PER_VERTEX_JOINT_COUNT) |
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#endif |
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; |
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#endif |
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/* Uniforms */ |
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#ifndef UNIFORM_BUFFERS |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 0) |
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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 = 1) |
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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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#ifdef HAS_LIGHTS |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 2) |
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#endif |
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uniform mediump 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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#endif |
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#ifdef TEXTURE_TRANSFORMATION |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 3) |
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#endif |
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uniform mediump mat3 textureMatrix |
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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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#endif |
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#ifdef TEXTURE_ARRAYS |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 4) |
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#endif |
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/* mediump is just 2^10, which might not be enough, this is 2^16 */ |
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uniform highp uint textureLayer; /* defaults to zero */ |
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#endif |
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#ifdef JOINT_COUNT |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = JOINT_MATRICES_LOCATION) |
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#endif |
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uniform mat4 jointMatrices[JOINT_COUNT] |
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#ifndef GL_ES |
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= mat4[](JOINT_MATRIX_INITIALIZER) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = PER_INSTANCE_JOINT_COUNT_LOCATION) |
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#endif |
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uniform uint perInstanceJointCount; /* defaults to zero */ |
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#endif |
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/* Uniform / shader storage buffers */ |
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#else |
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/* For SSBOs, the per-draw and joint arrays are unbounded */ |
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#ifdef SHADER_STORAGE_BUFFERS |
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#define DRAW_COUNT |
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/* Define JOINT_COUNT only if there are any per-vertex attributes, otherwise |
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the buffer would be useless */ |
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#if defined(PER_VERTEX_JOINT_COUNT) || defined(SECONDARY_PER_VERTEX_JOINT_COUNT) |
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#define JOINT_COUNT |
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#endif |
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#define BUFFER_OR_UNIFORM buffer |
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#define BUFFER_READONLY readonly |
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#else |
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#define BUFFER_OR_UNIFORM uniform |
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#define BUFFER_READONLY |
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#endif |
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/* With SSBOs DRAW_COUNT is defined to be empty, +0 makes the condition not |
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cause a compile error */ |
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#if defined(SHADER_STORAGE_BUFFERS) || DRAW_COUNT+0 > 1 |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 0) |
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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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#else |
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#define drawOffset 0u |
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#endif |
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/* Keep in sync with Phong.frag. Can't "outsource" to a common file because |
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the #extension directive needs to be always before any code. */ |
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struct DrawUniform { |
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/* Of all drivers, I made the crucial mistake of expecting ANGLE to have |
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non-broken uniform packing. Of course everything including random phone |
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drivers worked, except ANGLE with a D3D backend, which blew up when |
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seeing `mat3` here. With all the coding guidelines, rules and automated |
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bullying from Clang Tidy in place over at Google, it seems the false |
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sense of security is so strong that they don't even bother testing what |
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they wrote. Or, how to code, the Google way: |
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1. Thoroughly document the packing rules and how the translation of |
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every GLSL type to the D3D equivalent is performed: |
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https://chromium.googlesource.com/angle/angle/+/refs/heads/main/src/libANGLE/renderer/d3d/d3d11/UniformBlockToStructuredBufferTranslation.md#std140-limitation |
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2. Forget to actually implement and test the damn thing. |
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*/ |
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mediump mat3x4 normalMatrix; |
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highp uvec4 materialIdReservedObjectIdLightOffsetLightCountJointOffsetPerInstanceJointCount; |
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#define draw_materialIdReserved materialIdReservedObjectIdLightOffsetLightCountJointOffsetPerInstanceJointCount.x |
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#define draw_objectId materialIdReservedObjectIdLightOffsetLightCountJointOffsetPerInstanceJointCount.y |
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#define draw_lightOffsetLightCount materialIdReservedObjectIdLightOffsetLightCountJointOffsetPerInstanceJointCount.z |
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#define draw_jointOffsetPerInstanceJointCount materialIdReservedObjectIdLightOffsetLightCountJointOffsetPerInstanceJointCount.w |
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}; |
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layout(std140 |
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS) |
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, binding = 2 |
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#endif |
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) BUFFER_OR_UNIFORM Draw { |
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BUFFER_READONLY DrawUniform draws[DRAW_COUNT]; |
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}; |
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layout(std140 |
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS) |
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, binding = 0 |
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#endif |
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) BUFFER_OR_UNIFORM Projection { |
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BUFFER_READONLY highp mat4 projectionMatrix; |
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}; |
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layout(std140 |
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS) |
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, binding = 1 |
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#endif |
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) BUFFER_OR_UNIFORM Transformation { |
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BUFFER_READONLY highp mat4 transformationMatrices[DRAW_COUNT]; |
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}; |
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#ifdef JOINT_COUNT |
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layout(std140 |
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS) |
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, binding = 6 |
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#endif |
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) BUFFER_OR_UNIFORM Joint { |
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BUFFER_READONLY highp mat4 jointMatrices[JOINT_COUNT]; |
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}; |
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#endif |
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#ifdef TEXTURE_TRANSFORMATION |
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struct TextureTransformationUniform { |
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highp vec4 rotationScaling; |
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highp vec4 offsetLayerReserved; |
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#define textureTransformation_offset offsetLayerReserved.xy |
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#define textureTransformation_layer offsetLayerReserved.z |
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}; |
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layout(std140 |
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS) |
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, binding = 3 |
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#endif |
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) BUFFER_OR_UNIFORM TextureTransformation { |
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BUFFER_READONLY TextureTransformationUniform textureTransformations[DRAW_COUNT]; |
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}; |
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#endif |
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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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in highp vec4 position; |
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#ifdef HAS_LIGHTS |
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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 mediump vec3 normal; |
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#ifdef NORMAL_TEXTURE |
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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 mediump |
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#ifndef BITANGENT |
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vec4 |
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#else |
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vec3 |
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#endif |
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tangent; |
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#endif |
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#ifdef BITANGENT |
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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 mediump vec3 bitangent; |
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#endif |
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#endif |
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#ifdef TEXTURED |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump vec2 textureCoordinates; |
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#endif |
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#ifdef VERTEX_COLOR |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = COLOR_ATTRIBUTE_LOCATION) |
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#endif |
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in lowp vec4 vertexColor; |
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#endif |
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#ifdef JOINT_COUNT |
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#if PER_VERTEX_JOINT_COUNT |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = WEIGHTS_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump vec4 weights; |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = JOINTIDS_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump uvec4 jointIds; |
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#endif |
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#if SECONDARY_PER_VERTEX_JOINT_COUNT |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = SECONDARY_WEIGHTS_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump vec4 secondaryWeights; |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = SECONDARY_JOINTIDS_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump uvec4 secondaryJointIds; |
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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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#ifdef INSTANCED_TRANSFORMATION |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TRANSFORMATION_MATRIX_ATTRIBUTE_LOCATION) |
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#endif |
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in highp mat4 instancedTransformationMatrix; |
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#ifdef HAS_LIGHTS |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = NORMAL_MATRIX_ATTRIBUTE_LOCATION) |
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#endif |
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in highp mat3 instancedNormalMatrix; |
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#endif |
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#endif |
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#ifdef INSTANCED_TEXTURE_OFFSET |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = TEXTURE_OFFSET_ATTRIBUTE_LOCATION) |
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#endif |
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in mediump |
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#ifndef TEXTURE_ARRAYS |
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vec2 |
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#else |
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vec3 |
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#endif |
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instancedTextureOffset; |
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#endif |
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/* Outputs */ |
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#ifdef TEXTURED |
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out mediump |
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#ifndef TEXTURE_ARRAYS |
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vec2 |
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#else |
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vec3 |
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#endif |
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interpolatedTextureCoordinates; |
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#endif |
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#ifdef VERTEX_COLOR |
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out lowp vec4 interpolatedVertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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flat out highp uint interpolatedInstanceObjectId; |
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#endif |
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#ifdef HAS_LIGHTS |
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out mediump vec3 transformedNormal; |
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#ifdef NORMAL_TEXTURE |
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#ifndef BITANGENT |
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out mediump vec4 transformedTangent; |
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#else |
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out mediump vec3 transformedTangent; |
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out mediump vec3 transformedBitangent; |
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#endif |
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#endif |
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out highp vec3 transformedPosition; |
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#endif |
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#ifdef MULTI_DRAW |
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flat out highp uint drawId; |
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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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drawId = 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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highp const mat4 transformationMatrix = transformationMatrices[drawId]; |
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#ifdef HAS_LIGHTS |
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mediump const mat3 normalMatrix = mat3(draws[drawId].normalMatrix); |
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#endif |
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#ifdef TEXTURE_TRANSFORMATION |
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mediump const mat3 textureMatrix = mat3(textureTransformations[drawId].rotationScaling.xy, 0.0, textureTransformations[drawId].rotationScaling.zw, 0.0, textureTransformations[drawId].textureTransformation_offset, 1.0); |
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#ifdef TEXTURE_ARRAYS |
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highp const uint textureLayer = floatBitsToUint(textureTransformations[drawId].textureTransformation_layer); |
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#endif |
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#endif |
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#ifdef JOINT_COUNT |
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mediump const uint jointOffset = (draws[drawId].draw_jointOffsetPerInstanceJointCount & 0xffffu) + uint(gl_InstanceID)*(draws[drawId].draw_jointOffsetPerInstanceJointCount >> 16 & 0xffffu); |
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#endif |
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#else |
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#ifdef JOINT_COUNT |
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mediump const uint jointOffset = uint(gl_InstanceID)*perInstanceJointCount; |
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#endif |
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#endif |
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#ifdef JOINT_COUNT |
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mat4 skinMatrix = mat4(0.0); |
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#if PER_VERTEX_JOINT_COUNT |
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for(uint i = 0u; i != PER_VERTEX_JOINT_COUNT |
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#ifdef DYNAMIC_PER_VERTEX_JOINT_COUNT |
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&& i != perVertexJointCount.x |
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#endif |
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; ++i) |
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skinMatrix += weights[i]*jointMatrices[jointOffset + jointIds[i]]; |
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#endif |
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#if SECONDARY_PER_VERTEX_JOINT_COUNT |
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for(uint i = 0u; i != SECONDARY_PER_VERTEX_JOINT_COUNT |
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#ifdef DYNAMIC_PER_VERTEX_JOINT_COUNT |
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&& i != perVertexJointCount.y |
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#endif |
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; ++i) |
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skinMatrix += secondaryWeights[i]*jointMatrices[jointOffset + secondaryJointIds[i]]; |
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#endif |
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#endif |
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/* Transformed vertex position */ |
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highp vec4 transformedPosition4 = transformationMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedTransformationMatrix* |
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#endif |
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#ifdef JOINT_COUNT |
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skinMatrix* |
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#endif |
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position; |
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#ifndef HAS_LIGHTS |
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highp vec3 |
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#endif |
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transformedPosition = transformedPosition4.xyz/transformedPosition4.w; |
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#ifdef HAS_LIGHTS |
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/* Transformed normal and tangent vector */ |
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transformedNormal = normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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normal; |
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#ifdef NORMAL_TEXTURE |
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#ifndef BITANGENT |
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transformedTangent = vec4(normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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tangent.xyz, tangent.w); |
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#else |
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transformedTangent = normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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tangent; |
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transformedBitangent = normalMatrix* |
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#ifdef INSTANCED_TRANSFORMATION |
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instancedNormalMatrix* |
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#endif |
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bitangent; |
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#endif |
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#endif |
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#endif |
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/* Transform the position */ |
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gl_Position = projectionMatrix*transformedPosition4; |
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#ifdef TEXTURED |
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/* Texture coordinates, if needed */ |
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interpolatedTextureCoordinates.xy = |
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#ifdef TEXTURE_TRANSFORMATION |
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(textureMatrix*vec3( |
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#ifdef INSTANCED_TEXTURE_OFFSET |
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instancedTextureOffset.xy + |
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#endif |
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textureCoordinates, 1.0)).xy |
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#else |
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textureCoordinates |
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#endif |
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; |
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#ifdef TEXTURE_ARRAYS |
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interpolatedTextureCoordinates.z = float( |
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#ifdef INSTANCED_TEXTURE_OFFSET |
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uint(instancedTextureOffset.z) + |
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#endif |
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textureLayer |
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); |
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#endif |
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#endif |
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#ifdef VERTEX_COLOR |
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/* Vertex colors, if enabled */ |
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interpolatedVertexColor = vertexColor; |
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#endif |
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#ifdef INSTANCED_OBJECT_ID |
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/* Instanced object ID, if enabled */ |
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interpolatedInstanceObjectId = instanceObjectId; |
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#endif |
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}
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