| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | /* | ||
| 2 | * Copyright (c) 2000-2022 Inria | ||
| 3 | * All rights reserved. | ||
| 4 | * | ||
| 5 | * Redistribution and use in source and binary forms, with or without | ||
| 6 | * modification, are permitted provided that the following conditions are met: | ||
| 7 | * | ||
| 8 | * * Redistributions of source code must retain the above copyright notice, | ||
| 9 | * this list of conditions and the following disclaimer. | ||
| 10 | * * Redistributions in binary form must reproduce the above copyright notice, | ||
| 11 | * this list of conditions and the following disclaimer in the documentation | ||
| 12 | * and/or other materials provided with the distribution. | ||
| 13 | * * Neither the name of the ALICE Project-Team nor the names of its | ||
| 14 | * contributors may be used to endorse or promote products derived from this | ||
| 15 | * software without specific prior written permission. | ||
| 16 | * | ||
| 17 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
| 18 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
| 19 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
| 20 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | ||
| 21 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
| 22 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
| 23 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
| 24 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
| 25 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
| 26 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
| 27 | * POSSIBILITY OF SUCH DAMAGE. | ||
| 28 | * | ||
| 29 | * Contact: Bruno Levy | ||
| 30 | * | ||
| 31 | * https://www.inria.fr/fr/bruno-levy | ||
| 32 | * | ||
| 33 | * Inria, | ||
| 34 | * Domaine de Voluceau, | ||
| 35 | * 78150 Le Chesnay - Rocquencourt | ||
| 36 | * FRANCE | ||
| 37 | * | ||
| 38 | */ | ||
| 39 | |||
| 40 | #include <geogram_gfx/GLUP/GLUP_context_GLSL.h> | ||
| 41 | #include <geogram_gfx/basic/GLSL.h> | ||
| 42 | #include <geogram/basic/command_line.h> | ||
| 43 | #include <geogram/basic/progress.h> | ||
| 44 | #include <geogram/basic/logger.h> | ||
| 45 | |||
| 46 | |||
| 47 | namespace GLUP { | ||
| 48 | using namespace GEO; | ||
| 49 | |||
| 50 | /******************************************************/ | ||
| 51 | |||
| 52 | #ifdef GEO_GL_140 | ||
| 53 | |||
| 54 | ✗ | Context_GLSL140::Context_GLSL140() { | |
| 55 | ✗ | } | |
| 56 | |||
| 57 | ✗ | void Context_GLSL140::setup() { | |
| 58 | ✗ | Context::setup(); | |
| 59 | ✗ | } | |
| 60 | |||
| 61 | ✗ | const char* Context_GLSL140::profile_name() const { | |
| 62 | ✗ | return "GLUP140"; | |
| 63 | } | ||
| 64 | |||
| 65 | ✗ | void Context_GLSL140::setup_GLUP_POINTS() { | |
| 66 | ✗ | set_primitive_info( | |
| 67 | GLUP_POINTS, GL_POINTS, | ||
| 68 | GLSL::compile_program_with_includes_no_link( | ||
| 69 | this, | ||
| 70 | "//stage GL_VERTEX_SHADER\n" | ||
| 71 | "//import <GLUPGLSL/points_vertex_shader.h>\n", | ||
| 72 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 73 | "//import <GLUPGLSL/spheres_fragment_shader.h>\n" | ||
| 74 | ) | ||
| 75 | ); | ||
| 76 | ✗ | } | |
| 77 | |||
| 78 | ✗ | void Context_GLSL140::setup_GLUP_LINES() { | |
| 79 | ✗ | set_primitive_info( | |
| 80 | GLUP_LINES, GL_LINES, | ||
| 81 | GLSL::compile_program_with_includes_no_link( | ||
| 82 | this, | ||
| 83 | "//stage GL_VERTEX_SHADER\n" | ||
| 84 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 85 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 86 | "//import <GLUPGLSL/lines_fragment_shader.h>\n" | ||
| 87 | ) | ||
| 88 | ); | ||
| 89 | ✗ | } | |
| 90 | |||
| 91 | ✗ | void Context_GLSL140::setup_GLUP_THICK_LINES() { | |
| 92 | // For now, fallbacks to GLUP_LINES, to be implemented... | ||
| 93 | ✗ | set_primitive_info( | |
| 94 | GLUP_THICK_LINES, GL_LINES, | ||
| 95 | GLSL::compile_program_with_includes_no_link( | ||
| 96 | this, | ||
| 97 | "//stage GL_VERTEX_SHADER\n" | ||
| 98 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 99 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 100 | "//import <GLUPGLSL/lines_fragment_shader.h>\n" | ||
| 101 | ) | ||
| 102 | ); | ||
| 103 | ✗ | } | |
| 104 | |||
| 105 | ✗ | void Context_GLSL140::setup_GLUP_SPHERES() { | |
| 106 | ✗ | set_primitive_info( | |
| 107 | GLUP_SPHERES, GL_POINTS, | ||
| 108 | GLSL::compile_program_with_includes_no_link( | ||
| 109 | this, | ||
| 110 | "//stage GL_VERTEX_SHADER\n" | ||
| 111 | "//import <GLUPGLSL/spheres_vertex_shader.h>\n", | ||
| 112 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 113 | "//import <GLUPGLSL/spheres_fragment_shader.h>\n" | ||
| 114 | ) | ||
| 115 | ); | ||
| 116 | ✗ | } | |
| 117 | |||
| 118 | ✗ | void Context_GLSL140::setup_GLUP_TRIANGLES() { | |
| 119 | ✗ | set_primitive_info( | |
| 120 | GLUP_TRIANGLES, GL_TRIANGLES, | ||
| 121 | GLSL::compile_program_with_includes_no_link( | ||
| 122 | this, | ||
| 123 | "//stage GL_VERTEX_SHADER\n" | ||
| 124 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 125 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 126 | "//import <GLUPGLSL/fragment_shader.h>\n" | ||
| 127 | ) | ||
| 128 | ); | ||
| 129 | ✗ | } | |
| 130 | |||
| 131 | /******************* pseudo-files ******************************/ | ||
| 132 | |||
| 133 | ✗ | static void OES_extensions(std::vector<GLSL::Source>& sources) { | |
| 134 | // To be checked: seems that these functionalities are | ||
| 135 | // standard with OpenGL ES 3.0 and greater (which we | ||
| 136 | // imply because we use here in/out instead of attribute) | ||
| 137 | #ifndef GEO_OS_ANDROID | ||
| 138 | ✗ | sources.push_back( | |
| 139 | ✗ | "#ifdef GL_ES\n" | |
| 140 | " #extension GL_OES_texture_3D : enable \n" | ||
| 141 | " #extension GL_OES_standard_derivatives : enable \n" | ||
| 142 | " #extension GL_OES_geometry_shader : enable \n" | ||
| 143 | " #extension GL_OES_tessellation_shader : enable \n" | ||
| 144 | "#endif\n" | ||
| 145 | ); | ||
| 146 | #endif | ||
| 147 | ✗ | } | |
| 148 | |||
| 149 | ✗ | void Context_GLSL140::get_vertex_shader_preamble_pseudo_file( | |
| 150 | std::vector<GLSL::Source>& sources | ||
| 151 | ) { | ||
| 152 | #if defined(GEO_OS_ANDROID) | ||
| 153 | sources.push_back("#version 320 es\n"); | ||
| 154 | sources.push_back("precision lowp sampler3D;\n"); | ||
| 155 | sources.push_back("precision highp float;\n"); | ||
| 156 | sources.push_back("precision highp int;\n"); | ||
| 157 | sources.push_back("#define GLUP_NO_GL_CLIPPING\n"); | ||
| 158 | #elif defined(GEO_OS_APPLE) | ||
| 159 | sources.push_back("#version 150\n"); | ||
| 160 | #else | ||
| 161 | ✗ | sources.push_back("#version 150 core\n"); | |
| 162 | #endif | ||
| 163 | ✗ | sources.push_back("#define GLUP_VERTEX_SHADER\n"); | |
| 164 | ✗ | OES_extensions(sources); | |
| 165 | ✗ | } | |
| 166 | |||
| 167 | ✗ | void Context_GLSL140::get_fragment_shader_preamble_pseudo_file( | |
| 168 | std::vector<GLSL::Source>& sources | ||
| 169 | ) { | ||
| 170 | #if defined(GEO_OS_ANDROID) | ||
| 171 | sources.push_back("#version 320 es\n"); | ||
| 172 | sources.push_back("precision lowp sampler3D;\n"); | ||
| 173 | sources.push_back("precision highp float;\n"); | ||
| 174 | sources.push_back("precision highp int;\n"); | ||
| 175 | sources.push_back("#define GLUP_NO_GL_CLIPPING\n"); | ||
| 176 | #elif defined(GEO_OS_APPLE) | ||
| 177 | sources.push_back("#version 150\n"); | ||
| 178 | #else | ||
| 179 | ✗ | sources.push_back("#version 150 core\n"); | |
| 180 | #endif | ||
| 181 | |||
| 182 | ✗ | sources.push_back( | |
| 183 | ✗ | "#define GLUP_FRAGMENT_SHADER\n" | |
| 184 | "#ifndef GL_ES\n" | ||
| 185 | "#extension GL_ARB_conservative_depth : enable\n" | ||
| 186 | "#endif\n" | ||
| 187 | ); | ||
| 188 | |||
| 189 | ✗ | OES_extensions(sources); | |
| 190 | ✗ | } | |
| 191 | |||
| 192 | ✗ | void Context_GLSL140::get_primitive_pseudo_file( | |
| 193 | std::vector<GLSL::Source>& sources | ||
| 194 | ) { | ||
| 195 | ✗ | Context::get_primitive_pseudo_file(sources); | |
| 196 | ✗ | if(primitive_source_ == GLUP_TRIANGLES) { | |
| 197 | ✗ | sources.push_back("#define GLUP_NO_GEOMETRY_SHADER\n"); | |
| 198 | } | ||
| 199 | ✗ | } | |
| 200 | |||
| 201 | #endif | ||
| 202 | |||
| 203 | /******************************************************/ | ||
| 204 | |||
| 205 | #ifdef GEO_GL_150 | ||
| 206 | |||
| 207 | ✗ | Context_GLSL150::Context_GLSL150() { | |
| 208 | ✗ | } | |
| 209 | |||
| 210 | ✗ | void Context_GLSL150::setup() { | |
| 211 | ✗ | Context_GLSL140::setup(); | |
| 212 | ✗ | marching_tet_.create_UBO(); | |
| 213 | ✗ | marching_hex_.create_UBO(); | |
| 214 | ✗ | marching_prism_.create_UBO(); | |
| 215 | ✗ | marching_pyramid_.create_UBO(); | |
| 216 | ✗ | marching_connector_.create_UBO(); | |
| 217 | ✗ | } | |
| 218 | |||
| 219 | ✗ | const char* Context_GLSL150::profile_name() const { | |
| 220 | ✗ | return "GLUP150"; | |
| 221 | } | ||
| 222 | |||
| 223 | /****************** Primitives implementation *************************/ | ||
| 224 | |||
| 225 | ✗ | void Context_GLSL150::setup_GLUP_THICK_LINES() { | |
| 226 | // For GLUP_THICK_LINES, gl_ClipDistance is computed in | ||
| 227 | // geometry shader (and it is an error to write to it | ||
| 228 | // both in vertex and geometry shaders, this is why | ||
| 229 | // we have a specialized vertex shader for GLUP_THICK_LINES). | ||
| 230 | ✗ | set_primitive_info( | |
| 231 | GLUP_THICK_LINES, GL_LINES, | ||
| 232 | GLSL::compile_program_with_includes_no_link( | ||
| 233 | this, | ||
| 234 | "//stage GL_VERTEX_SHADER\n" | ||
| 235 | "//import <GLUPGLSL/thick_lines_vertex_shader.h>\n", | ||
| 236 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 237 | "//import <GLUPGLSL/thick_lines_fragment_shader.h>\n", | ||
| 238 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 239 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 240 | "//import <GLUPGLSL/thick_lines_geometry_shader.h>\n" | ||
| 241 | ) | ||
| 242 | ); | ||
| 243 | ✗ | } | |
| 244 | |||
| 245 | ✗ | void Context_GLSL150::setup_GLUP_TRIANGLES() { | |
| 246 | ✗ | set_primitive_info( | |
| 247 | GLUP_TRIANGLES, GL_TRIANGLES, | ||
| 248 | GLSL::compile_program_with_includes_no_link( | ||
| 249 | this, | ||
| 250 | "//stage GL_VERTEX_SHADER\n" | ||
| 251 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 252 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 253 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 254 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 255 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 256 | "void main() {\n" | ||
| 257 | " gl_PrimitiveID = gl_PrimitiveIDIn;\n" | ||
| 258 | " get_vertices();\n" | ||
| 259 | " draw_triangle(0,1,2,true);\n" | ||
| 260 | "}\n" | ||
| 261 | ) | ||
| 262 | ); | ||
| 263 | ✗ | } | |
| 264 | |||
| 265 | ✗ | void Context_GLSL150::setup_GLUP_QUADS() { | |
| 266 | ✗ | set_primitive_info( | |
| 267 | GLUP_QUADS, GL_LINES_ADJACENCY, | ||
| 268 | GLSL::compile_program_with_includes_no_link( | ||
| 269 | this, | ||
| 270 | "//stage GL_VERTEX_SHADER\n" | ||
| 271 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 272 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 273 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 274 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 275 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 276 | "void main() {\n" | ||
| 277 | " gl_PrimitiveID = gl_PrimitiveIDIn;\n" | ||
| 278 | " get_vertices();\n" | ||
| 279 | " draw_quad(0,1,3,2,true);\n" | ||
| 280 | "}\n" | ||
| 281 | ) | ||
| 282 | ); | ||
| 283 | ✗ | } | |
| 284 | |||
| 285 | ✗ | void Context_GLSL150::setup_GLUP_TETRAHEDRA() { | |
| 286 | |||
| 287 | ✗ | GLuint program = GLSL::compile_program_with_includes_no_link( | |
| 288 | this, | ||
| 289 | "//stage GL_VERTEX_SHADER\n" | ||
| 290 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 291 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 292 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 293 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 294 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 295 | "//import <GLUPGLSL/marching_cells.h>\n" | ||
| 296 | "void main() {\n" | ||
| 297 | "if(draw_clipped_cell()) { return; } \n" | ||
| 298 | "emit_vertex(2, vec4(1.0, 0.0, 0.0, 0.0), compute_clip_coords());\n" | ||
| 299 | "emit_vertex(0, vec4(0.0, 1.0, 0.0, 0.0), compute_clip_coords());\n" | ||
| 300 | "emit_vertex(1, vec4(0.0, 0.0, 1.0, 0.0), compute_clip_coords());\n" | ||
| 301 | "emit_vertex(3, vec4(1.0, 0.0, 0.0, 0.0), compute_clip_coords());\n" | ||
| 302 | "EndPrimitive();\n" | ||
| 303 | "emit_vertex(0, vec4(1.0, 0.0, 0.0, 0.0), compute_clip_coords());\n" | ||
| 304 | "emit_vertex(2, vec4(0.0, 1.0, 0.0, 0.0), compute_clip_coords());\n" | ||
| 305 | "emit_vertex(3, vec4(0.0, 0.0, 1.0, 0.0), compute_clip_coords());\n" | ||
| 306 | "emit_vertex(1, vec4(1.0, 0.0, 0.0, 0.0), compute_clip_coords());\n" | ||
| 307 | "}\n" | ||
| 308 | ); | ||
| 309 | ✗ | set_primitive_info(GLUP_TETRAHEDRA, GL_LINES_ADJACENCY,program); | |
| 310 | ✗ | marching_tet_.bind_uniform_state(program); | |
| 311 | ✗ | } | |
| 312 | |||
| 313 | ✗ | void Context_GLSL150::setup_GLUP_CONNECTORS() { | |
| 314 | ✗ | GLuint program = GLSL::compile_program_with_includes_no_link( | |
| 315 | this, | ||
| 316 | "//stage GL_VERTEX_SHADER\n" | ||
| 317 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 318 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 319 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 320 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 321 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 322 | "//import <GLUPGLSL/marching_cells.h>\n" | ||
| 323 | "void main() {\n" | ||
| 324 | " if(draw_clipped_cell()) { return; } \n" | ||
| 325 | " draw_quad(0,1,3,2,compute_clip_coords());\n" | ||
| 326 | " draw_triangle(2,1,0,compute_clip_coords());\n" | ||
| 327 | " draw_triangle(3,2,0,compute_clip_coords());\n" | ||
| 328 | "}\n" | ||
| 329 | ); | ||
| 330 | ✗ | set_primitive_info(GLUP_CONNECTORS, GL_LINES_ADJACENCY, program); | |
| 331 | ✗ | marching_connector_.bind_uniform_state(program); | |
| 332 | ✗ | } | |
| 333 | |||
| 334 | ✗ | void Context_GLSL150::setup_GLUP_PRISMS() { | |
| 335 | ✗ | GLuint program = GLSL::compile_program_with_includes_no_link( | |
| 336 | this, | ||
| 337 | "//stage GL_VERTEX_SHADER\n" | ||
| 338 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 339 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 340 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 341 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 342 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 343 | "//import <GLUPGLSL/marching_cells.h>\n" | ||
| 344 | "void main() {\n" | ||
| 345 | " if(draw_clipped_cell()) { return; } \n" | ||
| 346 | " draw_triangle(0,1,2,compute_clip_coords());\n" | ||
| 347 | " draw_triangle(5,4,3,compute_clip_coords());\n" | ||
| 348 | " draw_quad(0,3,1,4,compute_clip_coords());\n" | ||
| 349 | " draw_quad(0,2,3,5,compute_clip_coords());\n" | ||
| 350 | " draw_quad(1,4,2,5,compute_clip_coords());\n" | ||
| 351 | "}\n" | ||
| 352 | ); | ||
| 353 | ✗ | set_primitive_info(GLUP_PRISMS, GL_TRIANGLES_ADJACENCY, program); | |
| 354 | ✗ | marching_prism_.bind_uniform_state(program); | |
| 355 | ✗ | } | |
| 356 | |||
| 357 | ✗ | void Context_GLSL150::setup_GLUP_HEXAHEDRA() { | |
| 358 | ✗ | GLuint program = GLSL::compile_program_with_includes_no_link( | |
| 359 | this, | ||
| 360 | "//stage GL_VERTEX_SHADER\n" | ||
| 361 | "//import <GLUPGLSL/gather_vertex_shader.h>\n", | ||
| 362 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 363 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 364 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 365 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 366 | "//import <GLUPGLSL/marching_cells.h>\n" | ||
| 367 | "void main() {\n" | ||
| 368 | "if(draw_clipped_cell()) { return; } \n" | ||
| 369 | "emit_vertex(6,vec4(0.0,1.0,0.0,1.0),compute_clip_coords());\n" | ||
| 370 | "emit_vertex(7,vec4(1.0,0.0,0.0,1.0),compute_clip_coords());\n" | ||
| 371 | "emit_vertex(4,vec4(0.0,1.0,1.0,0.0),compute_clip_coords());\n" | ||
| 372 | "emit_vertex(5,vec4(1.0,0.0,1.0,0.0),compute_clip_coords());\n" | ||
| 373 | "emit_vertex(0,vec4(0.0,1.0,0.0,1.0),compute_clip_coords());\n" | ||
| 374 | "emit_vertex(1,vec4(1.0,0.0,0.0,1.0),compute_clip_coords());\n" | ||
| 375 | "emit_vertex(2,vec4(0.0,1.0,1.0,0.0),compute_clip_coords());\n" | ||
| 376 | "emit_vertex(3,vec4(1.0,0.0,1.0,0.0),compute_clip_coords());\n" | ||
| 377 | "emit_vertex(6,vec4(0.0,1.0,0.0,1.0),compute_clip_coords());\n" | ||
| 378 | "emit_vertex(7,vec4(1.0,0.0,0.0,1.0),compute_clip_coords());\n" | ||
| 379 | "EndPrimitive();\n" | ||
| 380 | "draw_quad(4,0,6,2,compute_clip_coords());\n" | ||
| 381 | "draw_quad(1,5,3,7,compute_clip_coords());\n" | ||
| 382 | "}\n" | ||
| 383 | ); | ||
| 384 | ✗ | set_primitive_info_vertex_gather_mode( | |
| 385 | GLUP_HEXAHEDRA, GL_LINES_ADJACENCY, program | ||
| 386 | ); | ||
| 387 | ✗ | marching_hex_.bind_uniform_state(program); | |
| 388 | ✗ | } | |
| 389 | |||
| 390 | ✗ | void Context_GLSL150::setup_GLUP_PYRAMIDS() { | |
| 391 | ✗ | GLuint program = GLSL::compile_program_with_includes_no_link( | |
| 392 | this, | ||
| 393 | "//stage GL_VERTEX_SHADER\n" | ||
| 394 | "//import <GLUPGLSL/gather_vertex_shader.h>\n", | ||
| 395 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 396 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 397 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 398 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 399 | "//import <GLUPGLSL/marching_cells.h>\n" | ||
| 400 | "void main() {\n" | ||
| 401 | " if(draw_clipped_cell()) { return; }\n" | ||
| 402 | " draw_quad(0,1,3,2,compute_clip_coords());\n" | ||
| 403 | " draw_triangle(0,4,1,compute_clip_coords());\n" | ||
| 404 | " draw_triangle(0,3,4,compute_clip_coords());\n" | ||
| 405 | " draw_triangle(2,4,3,compute_clip_coords());\n" | ||
| 406 | " draw_triangle(2,1,4,compute_clip_coords());\n" | ||
| 407 | "}\n" | ||
| 408 | ); | ||
| 409 | ✗ | GEO_CHECK_GL(); | |
| 410 | ✗ | set_primitive_info_vertex_gather_mode( | |
| 411 | GLUP_PYRAMIDS, GL_POINTS, program | ||
| 412 | ); | ||
| 413 | ✗ | GEO_CHECK_GL(); | |
| 414 | ✗ | marching_pyramid_.bind_uniform_state(program); | |
| 415 | ✗ | GEO_CHECK_GL(); | |
| 416 | ✗ | } | |
| 417 | |||
| 418 | ✗ | void Context_GLSL150::get_geometry_shader_layout( | |
| 419 | std::vector<GLSL::Source>& sources | ||
| 420 | ) { | ||
| 421 | ✗ | switch(primitive_source_) { | |
| 422 | ✗ | case GLUP_POINTS: | |
| 423 | case GLUP_SPHERES: | ||
| 424 | case GLUP_LINES: | ||
| 425 | ✗ | break; | |
| 426 | ✗ | case GLUP_THICK_LINES: | |
| 427 | ✗ | sources.push_back( | |
| 428 | ✗ | "layout(lines) in;\n" | |
| 429 | "layout(triangle_strip, max_vertices = 4) out;\n" | ||
| 430 | ); | ||
| 431 | ✗ | break; | |
| 432 | ✗ | case GLUP_TRIANGLES: | |
| 433 | ✗ | sources.push_back( | |
| 434 | ✗ | "layout(triangles) in;\n" | |
| 435 | "layout(triangle_strip, max_vertices = 3) out;\n" | ||
| 436 | ); | ||
| 437 | ✗ | break; | |
| 438 | ✗ | case GLUP_QUADS: | |
| 439 | ✗ | sources.push_back( | |
| 440 | ✗ | "layout(lines_adjacency) in;\n" | |
| 441 | "layout(triangle_strip, max_vertices = 4) out;\n" | ||
| 442 | ); | ||
| 443 | ✗ | break; | |
| 444 | ✗ | case GLUP_TETRAHEDRA: | |
| 445 | ✗ | sources.push_back( | |
| 446 | ✗ | "layout(lines_adjacency) in;\n" | |
| 447 | "layout(triangle_strip, max_vertices = 8) out;\n" | ||
| 448 | ); | ||
| 449 | ✗ | break; | |
| 450 | ✗ | case GLUP_HEXAHEDRA: | |
| 451 | ✗ | sources.push_back( | |
| 452 | ✗ | "layout(lines_adjacency) in;\n" | |
| 453 | "layout(triangle_strip, max_vertices = 18) out;\n" | ||
| 454 | ); | ||
| 455 | ✗ | break; | |
| 456 | ✗ | case GLUP_PRISMS: | |
| 457 | ✗ | sources.push_back( | |
| 458 | ✗ | "layout(triangles_adjacency) in;\n" | |
| 459 | "layout(triangle_strip, max_vertices = 24) out;\n" | ||
| 460 | ); | ||
| 461 | ✗ | break; | |
| 462 | ✗ | case GLUP_PYRAMIDS: | |
| 463 | ✗ | sources.push_back( | |
| 464 | ✗ | "layout(points) in;\n" | |
| 465 | "layout(triangle_strip, max_vertices = 28) out;\n" | ||
| 466 | ); | ||
| 467 | ✗ | break; | |
| 468 | ✗ | case GLUP_CONNECTORS: | |
| 469 | ✗ | sources.push_back( | |
| 470 | ✗ | "layout(lines_adjacency) in;\n" | |
| 471 | "layout(triangle_strip, max_vertices = 12) out;\n" | ||
| 472 | ); | ||
| 473 | ✗ | break; | |
| 474 | ✗ | case GLUP_NB_PRIMITIVES: | |
| 475 | ✗ | geo_assert_not_reached; | |
| 476 | } | ||
| 477 | ✗ | } | |
| 478 | |||
| 479 | ✗ | void Context_GLSL150::get_geometry_shader_preamble_pseudo_file( | |
| 480 | std::vector<GLSL::Source>& sources | ||
| 481 | ) { | ||
| 482 | #if defined(GEO_OS_ANDROID) | ||
| 483 | sources.push_back("#version 320 es\n"); | ||
| 484 | sources.push_back("precision lowp sampler3D;\n"); | ||
| 485 | sources.push_back("precision highp float;\n"); | ||
| 486 | sources.push_back("precision highp int;\n"); | ||
| 487 | sources.push_back("#define GLUP_NO_GL_CLIPPING\n"); | ||
| 488 | #elif defined(GEO_OS_APPLE) | ||
| 489 | sources.push_back("#version 150\n"); | ||
| 490 | #else | ||
| 491 | ✗ | sources.push_back("#version 150 core\n"); | |
| 492 | #endif | ||
| 493 | ✗ | sources.push_back("#define GLUP_GEOMETRY_SHADER\n"); | |
| 494 | ✗ | OES_extensions(sources); | |
| 495 | |||
| 496 | ✗ | get_geometry_shader_layout(sources); | |
| 497 | ✗ | } | |
| 498 | |||
| 499 | ✗ | void Context_GLSL150::get_primitive_pseudo_file( | |
| 500 | std::vector<GLSL::Source>& sources | ||
| 501 | ) { | ||
| 502 | ✗ | Context::get_primitive_pseudo_file(sources); | |
| 503 | ✗ | if(primitive_source_ == GLUP_HEXAHEDRA) { | |
| 504 | ✗ | sources.push_back("#define GLUP_VERTEX_GATHER\n"); | |
| 505 | ✗ | sources.push_back( | |
| 506 | ✗ | "const int glup_nb_vertices_per_GL_v=2;\n" | |
| 507 | ); | ||
| 508 | ✗ | } else if(primitive_source_ == GLUP_PYRAMIDS) { | |
| 509 | ✗ | sources.push_back("#define GLUP_VERTEX_GATHER\n"); | |
| 510 | ✗ | sources.push_back( | |
| 511 | ✗ | "const int glup_nb_vertices_per_GL_v=5;\n" | |
| 512 | ); | ||
| 513 | } | ||
| 514 | ✗ | } | |
| 515 | |||
| 516 | /****** GLUP440 implementation *****************************************/ | ||
| 517 | |||
| 518 | ✗ | Context_GLSL440::Context_GLSL440() { | |
| 519 | ✗ | use_tessellation_ = | |
| 520 | ✗ | GEO::CmdLine::get_arg_bool("gfx:GLSL_tesselation"); | |
| 521 | ✗ | } | |
| 522 | |||
| 523 | ✗ | const char* Context_GLSL440::profile_name() const { | |
| 524 | ✗ | return "GLUP440"; | |
| 525 | } | ||
| 526 | |||
| 527 | ✗ | void Context_GLSL440::setup_GLUP_HEXAHEDRA() { | |
| 528 | ✗ | if(!GEO::CmdLine::get_arg_bool("gfx:GLSL_tesselation")) { | |
| 529 | ✗ | Context_GLSL150::setup_GLUP_HEXAHEDRA(); | |
| 530 | ✗ | return; | |
| 531 | } | ||
| 532 | ✗ | GLuint program = GLSL::compile_program_with_includes_no_link( | |
| 533 | this, | ||
| 534 | "//stage GL_VERTEX_SHADER\n" | ||
| 535 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 536 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 537 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 538 | "//stage GL_TESS_EVALUATION_SHADER\n" | ||
| 539 | "//import <GLUPGLSL/tess_evaluation_shader.h>\n", | ||
| 540 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 541 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 542 | "//import <GLUPGLSL/marching_cells.h>\n" | ||
| 543 | "void main() {\n" | ||
| 544 | "if(draw_clipped_cell()) { return; } \n" | ||
| 545 | "emit_vertex(6,vec4(0.0,1.0,0.0,1.0),compute_clip_coords());\n" | ||
| 546 | "emit_vertex(7,vec4(1.0,0.0,0.0,1.0),compute_clip_coords());\n" | ||
| 547 | "emit_vertex(4,vec4(0.0,1.0,1.0,0.0),compute_clip_coords());\n" | ||
| 548 | "emit_vertex(5,vec4(1.0,0.0,1.0,0.0),compute_clip_coords());\n" | ||
| 549 | "emit_vertex(0,vec4(0.0,1.0,0.0,1.0),compute_clip_coords());\n" | ||
| 550 | "emit_vertex(1,vec4(1.0,0.0,0.0,1.0),compute_clip_coords());\n" | ||
| 551 | "emit_vertex(2,vec4(0.0,1.0,1.0,0.0),compute_clip_coords());\n" | ||
| 552 | "emit_vertex(3,vec4(1.0,0.0,1.0,0.0),compute_clip_coords());\n" | ||
| 553 | "emit_vertex(6,vec4(0.0,1.0,0.0,1.0),compute_clip_coords());\n" | ||
| 554 | "emit_vertex(7,vec4(1.0,0.0,0.0,1.0),compute_clip_coords());\n" | ||
| 555 | "EndPrimitive();\n" | ||
| 556 | "draw_quad(4,0,6,2,compute_clip_coords());\n" | ||
| 557 | "draw_quad(1,5,3,7,compute_clip_coords());\n" | ||
| 558 | "}\n" | ||
| 559 | ); | ||
| 560 | ✗ | set_primitive_info( | |
| 561 | GLUP_HEXAHEDRA, GL_PATCHES, program | ||
| 562 | ); | ||
| 563 | ✗ | marching_hex_.bind_uniform_state(program); | |
| 564 | } | ||
| 565 | |||
| 566 | ✗ | void Context_GLSL440::setup_GLUP_PYRAMIDS() { | |
| 567 | ✗ | if(!GEO::CmdLine::get_arg_bool("gfx:GLSL_tesselation")) { | |
| 568 | ✗ | Context_GLSL150::setup_GLUP_PYRAMIDS(); | |
| 569 | ✗ | return; | |
| 570 | } | ||
| 571 | ✗ | GLuint program = GLSL::compile_program_with_includes_no_link( | |
| 572 | this, | ||
| 573 | "//stage GL_VERTEX_SHADER\n" | ||
| 574 | "//import <GLUPGLSL/vertex_shader.h>\n", | ||
| 575 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 576 | "//import <GLUPGLSL/fragment_shader.h>\n", | ||
| 577 | "//stage GL_TESS_EVALUATION_SHADER\n" | ||
| 578 | "//import <GLUPGLSL/tess_evaluation_shader.h>\n", | ||
| 579 | "//stage GL_GEOMETRY_SHADER\n" | ||
| 580 | "//import <GLUPGLSL/geometry_shader_preamble.h>\n" | ||
| 581 | "//import <GLUPGLSL/marching_cells.h>\n" | ||
| 582 | "void main() {\n" | ||
| 583 | " if(draw_clipped_cell()) { return; } \n" | ||
| 584 | " draw_quad(0,1,3,2,compute_clip_coords());\n" | ||
| 585 | " draw_triangle(0,4,1,compute_clip_coords());\n" | ||
| 586 | " draw_triangle(0,3,4,compute_clip_coords());\n" | ||
| 587 | " draw_triangle(2,4,3,compute_clip_coords());\n" | ||
| 588 | " draw_triangle(2,1,4,compute_clip_coords());\n" | ||
| 589 | "}\n" | ||
| 590 | ); | ||
| 591 | ✗ | set_primitive_info( | |
| 592 | GLUP_PYRAMIDS, GL_PATCHES, program | ||
| 593 | ); | ||
| 594 | ✗ | marching_pyramid_.bind_uniform_state(program); | |
| 595 | } | ||
| 596 | |||
| 597 | /***********************************************************************/ | ||
| 598 | |||
| 599 | |||
| 600 | ✗ | void Context_GLSL440::get_vertex_shader_preamble_pseudo_file( | |
| 601 | std::vector<GLSL::Source>& sources | ||
| 602 | ) { | ||
| 603 | #ifdef GEO_OS_APPLE | ||
| 604 | sources.push_back("#version 440\n"); | ||
| 605 | #else | ||
| 606 | ✗ | sources.push_back("#version 440 core\n"); | |
| 607 | #endif | ||
| 608 | ✗ | sources.push_back("#define GLUP_VERTEX_SHADER\n"); | |
| 609 | ✗ | OES_extensions(sources); | |
| 610 | ✗ | } | |
| 611 | |||
| 612 | ✗ | void Context_GLSL440::get_fragment_shader_preamble_pseudo_file( | |
| 613 | std::vector<GLSL::Source>& sources | ||
| 614 | ) { | ||
| 615 | #ifdef GEO_OS_APPLE | ||
| 616 | sources.push_back("#version 440\n"); | ||
| 617 | #else | ||
| 618 | ✗ | sources.push_back("#version 440 core\n"); | |
| 619 | #endif | ||
| 620 | ✗ | sources.push_back( | |
| 621 | ✗ | "#define GLUP_FRAGMENT_SHADER\n" | |
| 622 | "#extension GL_ARB_conservative_depth : enable\n" | ||
| 623 | ); | ||
| 624 | ✗ | OES_extensions(sources); | |
| 625 | ✗ | } | |
| 626 | |||
| 627 | ✗ | void Context_GLSL440::get_geometry_shader_preamble_pseudo_file( | |
| 628 | std::vector<GLSL::Source>& sources | ||
| 629 | ) { | ||
| 630 | #ifdef GEO_OS_APPLE | ||
| 631 | sources.push_back("#version 440\n"); | ||
| 632 | #else | ||
| 633 | ✗ | sources.push_back("#version 440 core\n"); | |
| 634 | #endif | ||
| 635 | ✗ | sources.push_back("#define GLUP_GEOMETRY_SHADER\n"); | |
| 636 | ✗ | OES_extensions(sources); | |
| 637 | ✗ | get_geometry_shader_layout(sources); | |
| 638 | ✗ | } | |
| 639 | |||
| 640 | ✗ | void Context_GLSL440::get_tess_evaluation_shader_preamble_pseudo_file( | |
| 641 | std::vector<GLSL::Source>& sources | ||
| 642 | ) { | ||
| 643 | #ifdef GEO_OS_APPLE | ||
| 644 | sources.push_back("#version 440\n"); | ||
| 645 | #else | ||
| 646 | ✗ | sources.push_back("#version 440 core\n"); | |
| 647 | #endif | ||
| 648 | ✗ | sources.push_back("#define GLUP_TESS_EVALUATION_SHADER\n"); | |
| 649 | ✗ | OES_extensions(sources); | |
| 650 | ✗ | } | |
| 651 | |||
| 652 | ✗ | void Context_GLSL440::get_primitive_pseudo_file( | |
| 653 | std::vector<GLSL::Source>& sources | ||
| 654 | ) { | ||
| 655 | ✗ | Context::get_primitive_pseudo_file(sources); | |
| 656 | ✗ | if(use_tessellation_) { | |
| 657 | ✗ | if(primitive_source_ == GLUP_HEXAHEDRA) { | |
| 658 | ✗ | sources.push_back("#define GLUP_TESS_GATHER\n"); | |
| 659 | ✗ | sources.push_back("#define GLUP_TESS_MULTI_VERTEX\n"); | |
| 660 | ✗ | sources.push_back( | |
| 661 | ✗ | "const int glup_nb_vertices_per_GL_v=4;\n" | |
| 662 | ); | ||
| 663 | ✗ | } else if(primitive_source_ == GLUP_PYRAMIDS) { | |
| 664 | ✗ | sources.push_back("#define GLUP_TESS_GATHER\n"); | |
| 665 | ✗ | sources.push_back( | |
| 666 | ✗ | "const int glup_nb_vertices_per_GL_v=5;\n" | |
| 667 | ); | ||
| 668 | } | ||
| 669 | } else { | ||
| 670 | ✗ | if(primitive_source_ == GLUP_HEXAHEDRA) { | |
| 671 | ✗ | sources.push_back("#define GLUP_VERTEX_GATHER\n"); | |
| 672 | ✗ | sources.push_back( | |
| 673 | ✗ | "const int glup_nb_vertices_per_GL_v=2;\n" | |
| 674 | ); | ||
| 675 | ✗ | } else if(primitive_source_ == GLUP_PYRAMIDS) { | |
| 676 | ✗ | sources.push_back("#define GLUP_VERTEX_GATHER\n"); | |
| 677 | ✗ | sources.push_back( | |
| 678 | ✗ | "const int glup_nb_vertices_per_GL_v=5;\n" | |
| 679 | ); | ||
| 680 | } | ||
| 681 | } | ||
| 682 | ✗ | } | |
| 683 | |||
| 684 | ✗ | void Context_GLSL440::get_geometry_shader_layout( | |
| 685 | std::vector<GLSL::Source>& sources | ||
| 686 | ) { | ||
| 687 | ✗ | switch(primitive_source_) { | |
| 688 | ✗ | case GLUP_POINTS: | |
| 689 | case GLUP_LINES: | ||
| 690 | case GLUP_THICK_LINES: | ||
| 691 | case GLUP_TRIANGLES: | ||
| 692 | case GLUP_QUADS: | ||
| 693 | case GLUP_TETRAHEDRA: | ||
| 694 | case GLUP_PRISMS: | ||
| 695 | case GLUP_CONNECTORS: | ||
| 696 | case GLUP_SPHERES: | ||
| 697 | ✗ | Context_GLSL150::get_geometry_shader_layout(sources); | |
| 698 | ✗ | break; | |
| 699 | |||
| 700 | ✗ | case GLUP_HEXAHEDRA: | |
| 701 | ✗ | sources.push_back( | |
| 702 | ✗ | "layout(lines) in;\n" | |
| 703 | "layout(triangle_strip, max_vertices = 18) out;\n" | ||
| 704 | ); | ||
| 705 | ✗ | break; | |
| 706 | |||
| 707 | ✗ | case GLUP_PYRAMIDS: | |
| 708 | ✗ | sources.push_back( | |
| 709 | ✗ | "layout(lines) in;\n" | |
| 710 | "layout(triangle_strip, max_vertices = 28) out;\n" | ||
| 711 | ); | ||
| 712 | ✗ | break; | |
| 713 | |||
| 714 | ✗ | case GLUP_NB_PRIMITIVES: | |
| 715 | ✗ | geo_assert_not_reached; | |
| 716 | } | ||
| 717 | ✗ | } | |
| 718 | #endif | ||
| 719 | } | ||
| 720 |