GCC Code Coverage Report


Directory: ./
File: lib/geogram_gfx/GLUP/shaders/embedded_shaders.cpp
Date: 2026-09-07 02:28:19
Exec Total Coverage
Lines: 0 41 0.0%
Functions: 0 2 0.0%
Branches: 0 74 0.0%

Line Branch Exec Source
1 /*
2 * This file was automatically generated, do not edit.
3 */
4
5 #include <geogram_gfx/GLUP/shaders/embedded_shaders.h>
6 #include <geogram_gfx/basic/common.h>
7 #include <geogram_gfx/basic/GLSL.h>
8
9 namespace GLUP {
10 void register_embedded_shaders_GLUP() {
11 GEO::GLSL::register_GLSL_include_file("GLUP/constants.h",
12 "const int GLUP_CLIP_STANDARD = 0; \n"
13 "const int GLUP_CLIP_WHOLE_CELLS = 1; \n"
14 "const int GLUP_CLIP_STRADDLING_CELLS = 2; \n"
15 "const int GLUP_CLIP_SLICE_CELLS = 3; \n"
16 " \n"
17 "const int GLUP_TEXTURE_1D = 1; \n"
18 "const int GLUP_TEXTURE_2D = 2; \n"
19 "const int GLUP_TEXTURE_3D = 3; \n"
20 " \n"
21 "const int GLUP_TEXTURE_REPLACE = 0; \n"
22 "const int GLUP_TEXTURE_MODULATE = 1; \n"
23 "const int GLUP_TEXTURE_ADD = 2; \n"
24 " \n"
25 "const int GLUP_PICK_PRIMITIVE = 1; \n"
26 "const int GLUP_PICK_CONSTANT = 2; \n"
27 " \n"
28 "const int GLUP_POINTS =0; \n"
29 "const int GLUP_LINES =1; \n"
30 "const int GLUP_TRIANGLES =2; \n"
31 "const int GLUP_QUADS =3; \n"
32 "const int GLUP_TETRAHEDRA =4; \n"
33 "const int GLUP_HEXAHEDRA =5; \n"
34 "const int GLUP_PRISMS =6; \n"
35 "const int GLUP_PYRAMIDS =7; \n"
36 "const int GLUP_CONNECTORS =8; \n"
37 "const int GLUP_SPHERES =9; \n"
38 "const int GLUP_THICK_LINES =10; \n"
39 " \n"
40 "const int GLUP_LIGHTING =0; \n"
41 "const int GLUP_VERTEX_COLORS =1; \n"
42 "const int GLUP_TEXTURING =2; \n"
43 "const int GLUP_DRAW_MESH =3; \n"
44 "const int GLUP_CLIPPING =4; \n"
45 "const int GLUP_INDIRECT_TEXTURING =5; \n"
46 "const int GLUP_VERTEX_NORMALS =6; \n"
47 "const int GLUP_PICKING =7; \n"
48 "const int GLUP_ALPHA_DISCARD =8; \n"
49 "const int GLUP_NORMAL_MAPPING =9; \n"
50 "const int GLUP_PRIMITIVE_FILTERING =10; \n"
51 );
52
53 GEO::GLSL::register_GLSL_include_file("GLUP/defs.h",
54 "#ifdef GL_ES \n"
55 "#if __VERSION__ == 100 \n"
56 "#define GLUP_ES_100 \n"
57 "#endif \n"
58 "#endif \n"
59 " \n"
60 " \n"
61 "#ifdef GLUP_ES_100 \n"
62 "int glup_mod(in int x, in int y) { \n"
63 " return x - (x/y)*y; \n"
64 "} \n"
65 "#else \n"
66 "int glup_mod(in int x, in int y) { \n"
67 " return x % y; \n"
68 "} \n"
69 "#endif \n"
70 " \n"
71 " \n"
72 "// Definitions for GLUPES shaders \n"
73 "// These macro are used to have portable \n"
74 "// declarations with \n"
75 "// OpenGLES 2.0, GLSL 1.3 and GLSL 1.5, \n"
76 " \n"
77 "#ifdef GLUP_ES_100 \n"
78 "#ifdef GLUP_VERTEX_SHADER \n"
79 "#define glup_in attribute \n"
80 "#define glup_out varying \n"
81 "#elif defined GLUP_FRAGMENT_SHADER \n"
82 "#define glup_in varying \n"
83 "#endif \n"
84 "#define glup_flat \n"
85 "#define glup_id highp float \n"
86 "#else \n"
87 "#define glup_in in \n"
88 "#define glup_out out \n"
89 "#define glup_flat flat \n"
90 "#define glup_id highp int \n"
91 "#endif \n"
92 " \n"
93 "#ifdef GLUP_ES_100 \n"
94 "vec4 glup_texture(in sampler2D samp, in vec2 uv) { \n"
95 " return texture2D(samp, uv); \n"
96 "} \n"
97 "#else \n"
98 "vec4 glup_texture(in sampler2D samp, in vec2 uv) { \n"
99 " return texture(samp, uv); \n"
100 "} \n"
101 "#endif \n"
102 " \n"
103 "#ifdef GLUP_FRAGMENT_SHADER \n"
104 "#ifdef GLUP_ES_100 \n"
105 "#define glup_FragColor gl_FragColor \n"
106 "#ifdef GL_EXT_frag_depth \n"
107 "#define glup_FragDepth gl_FragDepthEXT \n"
108 "#else \n"
109 "float glup_FragDepth; // depth updates will be ignored \n"
110 "#endif \n"
111 "#else \n"
112 "out vec4 glup_FragColor; \n"
113 "#define glup_FragDepth gl_FragDepth \n"
114 "#endif \n"
115 "#endif \n"
116 );
117
118 GEO::GLSL::register_GLSL_include_file("GLUP/stdglup.h",
119 "//import <GLUP/constants.h> \n"
120 "//import <GLUP/defs.h> \n"
121 );
122
123 GEO::GLSL::register_GLSL_include_file("GLUP/fragment_shader_utils.h",
124 " \n"
125 " \n"
126 "#ifdef GLUP_ES_100 \n"
127 "// converts an integer into an ivec4. The components of \n"
128 "// the ivec4 contains the 4 bytes of the integer. \n"
129 "ivec4 int_to_ivec4(in int x) { \n"
130 " // TODO: we still have unsigned-signed conversion \n"
131 " // problems. Picking id in state should be unsigned. \n"
132 " if(x < 0) { \n"
133 " return ivec4(255,255,255,255); \n"
134 " } \n"
135 " int w = x; \n"
136 " int R = glup_mod(w, 256); \n"
137 " w /= 256; \n"
138 " int G = glup_mod(w, 256); \n"
139 " w /= 256; \n"
140 " int B = glup_mod(w, 256); \n"
141 " w /= 256; \n"
142 " int A = glup_mod(w, 256); \n"
143 " return ivec4(R,G,B,A); \n"
144 "} \n"
145 "#else \n"
146 "ivec4 int_to_ivec4(in int x) { \n"
147 " return ivec4( \n"
148 " x & 255, \n"
149 " (x >> 8) & 255, \n"
150 " (x >> 16) & 255, \n"
151 " (x >> 24) & 255 \n"
152 " ); \n"
153 "} \n"
154 "#endif \n"
155 " \n"
156 "// adds two 32 bits integers V1 and V2 represented \n"
157 "// as ivec4. \n"
158 "ivec4 ivec4_add(in ivec4 V1, in ivec4 V2) { \n"
159 " int R = V1.r + V2.r; \n"
160 " int carry = R/256; \n"
161 " R -= carry*256; \n"
162 " int G = V1.g + V2.g + carry; \n"
163 " carry = G/256; \n"
164 " G -= carry*256; \n"
165 " int B = V1.b + V2.b + carry; \n"
166 " carry = B/256; \n"
167 " B -= carry*256; \n"
168 " int A = V1.a + V2.a + carry; \n"
169 " return ivec4(R,G,B,A); \n"
170 "} \n"
171 " \n"
172 "// converts a 32 bit represented by an ivec4 \n"
173 "// into a color. \n"
174 "vec4 ivec4_to_vec4(in ivec4 V) { \n"
175 " return vec4( \n"
176 " float(V.r)/255.0, \n"
177 " float(V.g)/255.0, \n"
178 " float(V.b)/255.0, \n"
179 " float(V.a)/255.0 \n"
180 " ); \n"
181 "} \n"
182 " \n"
183 "// converts a 32 bit represented by an int \n"
184 "// into a color. \n"
185 "highp vec4 int_to_vec4(in int x) { \n"
186 " return ivec4_to_vec4(int_to_ivec4(x)); \n"
187 "} \n"
188 " \n"
189 "float min3(in float x, in float y, in float z) { \n"
190 " return min(min(x,y),z); \n"
191 "} \n"
192 " \n"
193 "float min4(in float x, in float y, in float z, in float w) { \n"
194 " return min(min(x,y),min(z,w)); \n"
195 "} \n"
196 " \n"
197 "float edge_factor1(in float bary) { \n"
198 " float d = fwidth(bary); \n"
199 " float a = smoothstep(0.0, d*GLUP.mesh_width, bary); \n"
200 " return a; \n"
201 "} \n"
202 " \n"
203 "float edge_factor3(in vec3 bary) { \n"
204 " vec3 d = fwidth(bary); \n"
205 " vec3 a = smoothstep( \n"
206 " vec3(0.0, 0.0, 0.0), d*GLUP.mesh_width, bary \n"
207 " ); \n"
208 " return min3(a.x, a.y ,a.z); \n"
209 "} \n"
210 " \n"
211 "float edge_factor4(in vec4 bary) { \n"
212 " vec4 d = fwidth(bary); \n"
213 " vec4 a = smoothstep( \n"
214 " vec4(0.0, 0.0, 0.0, 0.0), d*GLUP.mesh_width, bary \n"
215 " ); \n"
216 " return min4(a.x, a.y, a.z, a.w); \n"
217 "} \n"
218 " \n"
219 "vec4 glup_picking(in highp int primitive_id) { \n"
220 " vec4 result; \n"
221 " if(GLUP.picking_mode == GLUP_PICK_PRIMITIVE) { \n"
222 " ivec4 A4 = int_to_ivec4(primitive_id); \n"
223 " // TODO: this one will not work if GPU has lowprec fshaders \n"
224 " ivec4 B4 = int_to_ivec4(GLUP.base_picking_id); \n"
225 " result = ivec4_to_vec4(ivec4_add(A4,B4)); \n"
226 " } else { \n"
227 " result = int_to_vec4(GLUP.picking_id); \n"
228 " } \n"
229 " return result; \n"
230 "} \n"
231 " \n"
232 "vec4 glup_texturing(in vec4 color, in vec4 tex_coord) { \n"
233 " vec4 result = color; \n"
234 " vec4 tex_color; \n"
235 " if(GLUP.texture_type == GLUP_TEXTURE_1D) { \n"
236 " tex_color = glup_texture( \n"
237 " texture1Dsampler, tex_coord.xy \n"
238 " ); \n"
239 " } else if(GLUP.texture_type == GLUP_TEXTURE_2D) { \n"
240 " tex_color = glup_texture( \n"
241 " texture2Dsampler, tex_coord.xy \n"
242 " ); \n"
243 " } \n"
244 "#ifdef GLUP_NO_TEXTURE_3D \n"
245 " else { \n"
246 " tex_color = vec4(1.0, 0.0, 0.0, 1.0); \n"
247 " } \n"
248 "#else \n"
249 " else if(GLUP.texture_type == GLUP_TEXTURE_3D) { \n"
250 " tex_color = texture( \n"
251 " texture3Dsampler, tex_coord.xyz \n"
252 " ); \n"
253 " } \n"
254 "#endif \n"
255 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
256 " tex_color = GLUP.texture_matrix * tex_color; \n"
257 " tex_color = glup_texture(texture1Dsampler, tex_color.xy); \n"
258 " } \n"
259 " if(GLUP.texture_mode == GLUP_TEXTURE_REPLACE) { \n"
260 " result = tex_color; \n"
261 " } else if(GLUP.texture_mode==GLUP_TEXTURE_MODULATE) { \n"
262 " result *= tex_color; \n"
263 " } else { \n"
264 " result += tex_color; \n"
265 " } \n"
266 " return result; \n"
267 "} \n"
268 " \n"
269 "vec4 glup_lighting(in vec4 color, in vec3 normal) { \n"
270 " vec4 result = color; \n"
271 " float diff = dot(normal,GLUP.light_vector); \n"
272 " if(diff > 0.0) { \n"
273 " result.rgb = diff*result.rgb + vec3(0.2, 0.2, 0.2); \n"
274 " if(GLUP.specular > 0.0) { \n"
275 " float spec = dot(normal,GLUP.light_half_vector); \n"
276 " if(spec > 0.0) { \n"
277 " spec = pow(spec, 30.0); \n"
278 " result.rgb += GLUP.specular*spec*vec3(1.0, 1.0, 1.0); \n"
279 " } \n"
280 " } \n"
281 " } else { \n"
282 " result.rgb = vec3(0.2, 0.2, 0.2); \n"
283 " } \n"
284 " return result; \n"
285 "} \n"
286 " \n"
287 " \n"
288 "void glup_alpha_discard() { \n"
289 " if(glupIsEnabled(GLUP_ALPHA_DISCARD)) { \n"
290 " if(glup_FragColor.a < GLUP.alpha_threshold) { \n"
291 " discard; \n"
292 " } \n"
293 " } \n"
294 "} \n"
295 " \n"
296 "void glup_primitive_filter(highp int primitive_id) { \n"
297 "#ifdef GLUP_PRIMITIVE_FILTER \n"
298 " if( \n"
299 " texelFetch( \n"
300 " texturePrimitiveFiltersampler, \n"
301 " GLUP.base_picking_id + primitive_id \n"
302 " ).r == 0u \n"
303 " ) { \n"
304 " discard; \n"
305 " } \n"
306 "#endif \n"
307 "} \n"
308 );
309
310 GEO::GLSL::register_GLSL_include_file("GLUP/fragment_ray_tracing.h",
311 " \n"
312 "struct Ray { \n"
313 " vec3 O; // Origin \n"
314 " vec3 V; // Direction vector \n"
315 "}; \n"
316 " \n"
317 "// Notes: GLUP.viewport = [x0,y0,width,height] \n"
318 "// clip-space coordinates are in [-1,1] (not [0,1]) ! \n"
319 " \n"
320 "// Computes the ray that passes through the current fragment \n"
321 "// The ray is in world space. \n"
322 "Ray glup_primary_ray() { \n"
323 " vec4 near = vec4( \n"
324 " 2.0 * ( (gl_FragCoord.x - GLUP.viewport[0]) / GLUP.viewport[2] - 0.5), \n"
325 " 2.0 * ( (gl_FragCoord.y - GLUP.viewport[1]) / GLUP.viewport[3] - 0.5), \n"
326 " 0.0, \n"
327 " 1.0 \n"
328 " ); \n"
329 " near = GLUP.inverse_modelviewprojection_matrix * near ; \n"
330 " vec4 far = near + GLUP.inverse_modelviewprojection_matrix[2] ; \n"
331 " near.xyz /= near.w ; \n"
332 " far.xyz /= far.w ; \n"
333 " return Ray(near.xyz, far.xyz-near.xyz) ; \n"
334 "} \n"
335 " \n"
336 "// Updates fragment depth from a point in world space \n"
337 "void glup_update_depth(in vec3 M_world_space) { \n"
338 " vec4 M_clip_space = GLUP.modelviewprojection_matrix * vec4(M_world_space,1.0); \n"
339 " float z = 0.5*(1.0 + M_clip_space.z/M_clip_space.w); \n"
340 " glup_FragDepth = (1.0-z)*gl_DepthRange.near + z*gl_DepthRange.far; \n"
341 "} \n"
342 );
343
344 GEO::GLSL::register_GLSL_include_file("GLUP/portable_fragment_shader.h",
345 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
346 "//import <GLUP/defs.h> \n"
347 " \n"
348 "#if defined(GLUP150) || defined (GLUP440) \n"
349 "in VertexData { \n"
350 " vec4 color; \n"
351 " vec4 tex_coord; \n"
352 " vec3 normal; \n"
353 "} FragmentIn; \n"
354 "vec4 tex_coord = FragmentIn.tex_coord; \n"
355 "#elif defined(GLUPES2) \n"
356 "glup_in vec4 tex_coord; \n"
357 "#endif \n"
358 );
359
360 GEO::GLSL::register_GLSL_include_file("GLUP/ShaderToy.h",
361 "//import <GLUP/portable_fragment_shader.h> \n"
362 " \n"
363 "uniform float iTime; \n"
364 "uniform float iFrame; \n"
365 "uniform vec4 iDate; \n"
366 "const vec3 iResolution=vec3(1024.0, 1024.0, 1.0); \n"
367 "const vec4 iMouse=vec4(0.0, 0.0, 0.0, 0.0); \n"
368 "uniform sampler2D iChannel0; \n"
369 "uniform sampler2D iChannel1; \n"
370 "uniform sampler2D iChannel2; \n"
371 "uniform sampler2D iChannel3; \n"
372 " \n"
373 "void mainImage(out vec4 fragColor, in vec2 fragCoord); \n"
374 " \n"
375 "void main(void) { \n"
376 " mainImage(glup_FragColor, 1024.0*tex_coord.xy); \n"
377 "} \n"
378 );
379
380 GEO::GLSL::register_GLSL_include_file("GLUPES/fragment_shader_utils.h",
381 "//import <GLUP/fragment_shader_utils.h> \n"
382 " \n"
383 "float cell_edge_factor(in vec2 bary) { \n"
384 " return edge_factor1(1.0-(1.0 - bary.x)*(1.0 - bary.y)); \n"
385 "} \n"
386 " \n"
387 "float edge_factor(in vec4 bary) { \n"
388 " float e1,e2,e3,e4,e5,e6,e7,e8,e9,e10,e11,e12; \n"
389 " float r1,r2,r3; \n"
390 " if(glup_primitive == GLUP_TRIANGLES) { \n"
391 " return edge_factor3(bary.xyz); \n"
392 " } else if(glup_primitive == GLUP_QUADS) { \n"
393 " return edge_factor4(bary); \n"
394 " } else if(glup_primitive == GLUP_TETRAHEDRA) { \n"
395 " e1 = cell_edge_factor(bary.xy); \n"
396 " e2 = cell_edge_factor(bary.xz); \n"
397 " e3 = cell_edge_factor(bary.xw); \n"
398 " e4 = cell_edge_factor(bary.yz); \n"
399 " e5 = cell_edge_factor(bary.yw); \n"
400 " e6 = cell_edge_factor(bary.zw); \n"
401 " return min3(min(e1,e2),min(e3,e4),min(e5,e6)); \n"
402 " } else if(glup_primitive == GLUP_HEXAHEDRA) { \n"
403 " vec3 u = bary.xyz; \n"
404 " vec3 U = vec3(1.0, 1.0, 1.0) - u; \n"
405 " e1 = cell_edge_factor(vec2(u.x,u.y)); \n"
406 " e2 = cell_edge_factor(vec2(u.x,u.z)); \n"
407 " e3 = cell_edge_factor(vec2(u.x,U.y)); \n"
408 " e4 = cell_edge_factor(vec2(u.x,U.z)); \n"
409 " e5 = cell_edge_factor(vec2(U.x,u.y)); \n"
410 " e6 = cell_edge_factor(vec2(U.x,u.z)); \n"
411 " e7 = cell_edge_factor(vec2(U.x,U.y)); \n"
412 " e8 = cell_edge_factor(vec2(U.x,U.z)); \n"
413 " e9 = cell_edge_factor(vec2(u.y,u.z)); \n"
414 " e10 = cell_edge_factor(vec2(u.y,U.z)); \n"
415 " e11 = cell_edge_factor(vec2(U.y,u.z)); \n"
416 " e12 = cell_edge_factor(vec2(U.y,U.z)); \n"
417 " r1 = min4(e1,e2,e3,e4); \n"
418 " r2 = min4(e5,e6,e7,e8); \n"
419 " r3 = min4(e9,e10,e11,e12); \n"
420 " return min3(r1,r2,r3); \n"
421 " } else if(glup_primitive == GLUP_PRISMS) { \n"
422 " vec4 bary2 = vec4(bary.x, bary.y, bary.z, 1.0 - bary.w); \n"
423 " e1 = cell_edge_factor(bary.xw); \n"
424 " e2 = cell_edge_factor(bary.yw); \n"
425 " e3 = cell_edge_factor(bary.zw); \n"
426 " e4 = cell_edge_factor(bary2.xw); \n"
427 " e5 = cell_edge_factor(bary2.yw); \n"
428 " e6 = cell_edge_factor(bary2.zw); \n"
429 " e7 = cell_edge_factor(bary.xy); \n"
430 " e8 = cell_edge_factor(bary.yz); \n"
431 " e9 = cell_edge_factor(bary.zx); \n"
432 " return min(min3(e7,e8,e9), \n"
433 " min3(min(e1,e2), \n"
434 " min(e3,e4),min(e5,e6)) \n"
435 " ); \n"
436 " } \n"
437 " return 1.0; \n"
438 "} \n"
439 " \n"
440 "vec4 glup_draw_mesh(in vec4 color, in vec4 mesh_tex_coord) { \n"
441 "#ifdef GLUP_NO_MESH_TEX_COORDS \n"
442 " return color; \n"
443 "#else \n"
444 " return mix( \n"
445 " GLUP.mesh_color, color, edge_factor(mesh_tex_coord) \n"
446 " ); \n"
447 "#endif \n"
448 "} \n"
449 " \n"
450 "vec4 glup_shading( \n"
451 " in vec4 color, \n"
452 " in vec4 tex_coord, \n"
453 " in vec3 normal, \n"
454 " in highp int primitive_id, \n"
455 " in vec4 mesh_tex_coord \n"
456 ") { \n"
457 " if(glupIsEnabled(GLUP_PICKING)) { \n"
458 " return glup_picking(primitive_id); \n"
459 " } \n"
460 " vec4 result; \n"
461 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
462 " result = color; \n"
463 " } else { \n"
464 " result = gl_FrontFacing ? GLUP.front_color : GLUP.back_color; \n"
465 " } \n"
466 " if(glupIsEnabled(GLUP_TEXTURING) && !glupIsEnabled(GLUP_NORMAL_MAPPING)) { \n"
467 " result = glup_texturing(result, tex_coord); \n"
468 " } \n"
469 " if(glupIsEnabled(GLUP_LIGHTING)) { \n"
470 " result = glup_lighting(result, normal); \n"
471 " } \n"
472 " if( \n"
473 " glupIsEnabled(GLUP_DRAW_MESH) && ( \n"
474 " (glup_primitive_dimension == 2) || \n"
475 " !glupIsEnabled(GLUP_CLIPPING) || \n"
476 " GLUP.clipping_mode != GLUP_CLIP_SLICE_CELLS \n"
477 " ) \n"
478 " ) { \n"
479 " result = glup_draw_mesh(result, mesh_tex_coord); \n"
480 " } \n"
481 " return result; \n"
482 "} \n"
483 );
484
485 GEO::GLSL::register_GLSL_include_file("GLUPES/vertex_shader_state.h",
486 "struct VSUniformState { \n"
487 " mat3 normal_matrix; \n"
488 " mat4 modelviewprojection_matrix; \n"
489 " mat4 modelview_matrix; \n"
490 " mat4 projection_matrix; \n"
491 " mat4 texture_matrix; \n"
492 " mat4 inverse_modelview_matrix; \n"
493 " mat4 inverse_projection_matrix; \n"
494 " mat4 inverse_modelviewprojection_matrix; \n"
495 " vec4 world_clip_plane; \n"
496 " float point_size; \n"
497 " vec4 viewport; \n"
498 " float mesh_width; \n"
499 "}; \n"
500 " \n"
501 "uniform VSUniformState GLUP_VS; \n"
502 );
503
504 GEO::GLSL::register_GLSL_include_file("GLUPES/fragment_shader_state.h",
505 "struct UniformState { \n"
506 " bool vertex_colors_enabled; \n"
507 " \n"
508 " vec4 front_color; \n"
509 " vec4 back_color; \n"
510 " \n"
511 " bool draw_mesh_enabled; \n"
512 " vec4 mesh_color; \n"
513 " float mesh_width; \n"
514 " \n"
515 " bool lighting_enabled; \n"
516 " bool normal_mapping_enabled; \n"
517 " vec3 light_vector; \n"
518 " vec3 light_half_vector; \n"
519 " float specular; \n"
520 " \n"
521 " bool texturing_enabled; \n"
522 " bool indirect_texturing_enabled; \n"
523 " int texture_mode; \n"
524 " int texture_type; \n"
525 " \n"
526 " float cells_shrink; \n"
527 " \n"
528 " bool picking_enabled; \n"
529 " int picking_mode; \n"
530 " int picking_id; \n"
531 " int base_picking_id; \n"
532 " \n"
533 " bool clipping_enabled; \n"
534 " int clipping_mode; \n"
535 " vec4 clip_plane; \n"
536 " vec4 world_clip_plane; \n"
537 " \n"
538 " bool alpha_discard_enabled; \n"
539 " float alpha_threshold; \n"
540 " \n"
541 " mat4 texture_matrix; \n"
542 " mat4 modelviewprojection_matrix; \n"
543 " mat4 inverse_modelviewprojection_matrix; \n"
544 " mat3 normal_matrix; \n"
545 " \n"
546 " vec4 viewport; \n"
547 " \n"
548 " bool vertex_normals_enabled; \n"
549 " bool primitive_filtering_enabled; \n"
550 " bool thick_lines_enabled; \n"
551 "}; \n"
552 " \n"
553 "uniform UniformState GLUP; \n"
554 "uniform sampler2D texture1Dsampler; \n"
555 "uniform sampler2D texture2Dsampler; \n"
556 "#ifndef GLUP_NO_TEXTURE_3D \n"
557 "uniform sampler3D texture3Dsampler; \n"
558 "#endif \n"
559 " \n"
560 "// TODO: \n"
561 "// requires \n"
562 "// #version 140 or \n"
563 "// #extension GL_EXT_gpu_shader4 enable \n"
564 "// uniform samplerBuffer texturePrimitiveFiltersampler; \n"
565 );
566
567 GEO::GLSL::register_GLSL_include_file("GLUPES/points_vertex_shader.h",
568 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
569 "//import <GLUPES/vertex_shader_state.h> \n"
570 "//import <GLUP/stdglup.h> \n"
571 "//import <GLUP/current_profile/toggles.h> \n"
572 "//import <GLUP/current_profile/primitive.h> \n"
573 " \n"
574 "glup_in vec4 vertex_in; \n"
575 "glup_in vec4 color_in; \n"
576 "glup_in vec4 tex_coord_in; \n"
577 "glup_in highp float vertex_id_in; \n"
578 " \n"
579 "glup_flat glup_out vec4 color; \n"
580 "glup_flat glup_out vec4 tex_coord; \n"
581 "glup_flat glup_out vec3 center_world_space; \n"
582 "glup_flat glup_out float radius; \n"
583 "glup_flat glup_out glup_id primitive_id; \n"
584 " \n"
585 " \n"
586 "void main(void) { \n"
587 " \n"
588 " if(glupIsEnabled(GLUP_PICKING)) { \n"
589 "#ifdef GLUP_ES_100 \n"
590 " primitive_id = float(int(vertex_id_in + 0.5)) + 0.5; \n"
591 "#else \n"
592 " primitive_id = int(vertex_id_in + 0.5); \n"
593 "#endif \n"
594 " } \n"
595 " \n"
596 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
597 " color = color_in; \n"
598 " } \n"
599 " \n"
600 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
601 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
602 " tex_coord = tex_coord_in; \n"
603 " } else { \n"
604 " tex_coord = GLUP_VS.texture_matrix * tex_coord_in; \n"
605 " } \n"
606 " } \n"
607 " \n"
608 " // note: WebGL does not have glPointSize() API function \n"
609 " // so the only way to set it is from the VS. \n"
610 " gl_PointSize = GLUP_VS.point_size; \n"
611 " gl_Position = GLUP_VS.modelviewprojection_matrix*vertex_in; \n"
612 " \n"
613 " center_world_space = vertex_in.xyz / vertex_in.w; \n"
614 " \n"
615 " vec4 P1 = GLUP_VS.inverse_modelviewprojection_matrix*vec4( \n"
616 " 0.0, 0.0, 0.0, 1.0 \n"
617 " ); \n"
618 " vec4 P2 = GLUP_VS.inverse_modelviewprojection_matrix*vec4( \n"
619 " GLUP_VS.point_size/GLUP_VS.viewport[2],0.0,0.0,1.0 \n"
620 " ); \n"
621 " radius = length(P1.xyz/P1.w-P2.xyz/P2.w); \n"
622 "} \n"
623 );
624
625 GEO::GLSL::register_GLSL_include_file("GLUPES/lines_fragment_shader.h",
626 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
627 "//import <GLUPES/fragment_shader_state.h> \n"
628 "//import <GLUP/stdglup.h> \n"
629 "//import <GLUP/current_profile/toggles.h> \n"
630 "//import <GLUP/current_profile/primitive.h> \n"
631 "//import <GLUPES/fragment_shader_utils.h> \n"
632 " \n"
633 "glup_in vec4 color; \n"
634 "glup_in vec4 tex_coord; \n"
635 "glup_in float clip_dist; \n"
636 "glup_flat glup_in glup_id primitive_id; \n"
637 " \n"
638 "void main() { \n"
639 " \n"
640 " if(glupIsEnabled(GLUP_CLIPPING) && (clip_dist < 0.0)) { \n"
641 " discard; \n"
642 " } \n"
643 " \n"
644 " if(glupIsEnabled(GLUP_PICKING)) { \n"
645 " glup_FragColor = glup_picking(int(primitive_id)); \n"
646 " return; \n"
647 " } \n"
648 " \n"
649 " vec4 result; \n"
650 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
651 " result = color; \n"
652 " } else { \n"
653 " result = GLUP.front_color; \n"
654 " } \n"
655 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
656 " result = glup_texturing(result, tex_coord); \n"
657 " } \n"
658 " glup_FragColor = result; \n"
659 " glup_alpha_discard(); \n"
660 "} \n"
661 );
662
663 GEO::GLSL::register_GLSL_include_file("GLUPES/thick_lines_vertex_shader.h",
664 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
665 "//import <GLUP/stdglup.h> \n"
666 "//import <GLUP/current_profile/toggles.h> \n"
667 "//import <GLUP/current_profile/primitive.h> \n"
668 "//import <GLUPES/vertex_shader_state.h> \n"
669 " \n"
670 "glup_in vec4 vertex_in; \n"
671 "glup_in vec4 color_in; \n"
672 "glup_in vec4 tex_coord_in; \n"
673 "glup_in vec4 normal_in; \n"
674 "glup_in highp float vertex_id_in; \n"
675 "glup_out float clip_dist; \n"
676 "glup_out vec4 color; \n"
677 "glup_out vec4 tex_coord; \n"
678 "glup_flat glup_out glup_id primitive_id; \n"
679 "glup_out float R; \n"
680 "glup_out vec2 p1_ndc; \n"
681 "glup_out vec2 p2_ndc; \n"
682 " \n"
683 " \n"
684 "void emit_vertex_2( \n"
685 " in vec4 p_world, in vec4 p_clip_space, \n"
686 " in vec2 offset, in float z_offset \n"
687 ") { \n"
688 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
689 " clip_dist = dot( \n"
690 " p_world, GLUP_VS.world_clip_plane \n"
691 " ); \n"
692 " } \n"
693 " gl_Position = p_clip_space / p_clip_space.w ; \n"
694 " gl_Position.x += offset.x; \n"
695 " gl_Position.y += offset.y; \n"
696 " gl_Position.z -= z_offset; \n"
697 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
698 " color = color_in; \n"
699 " } \n"
700 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
701 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
702 " tex_coord = tex_coord_in; \n"
703 " } else { \n"
704 " tex_coord = GLUP_VS.texture_matrix * tex_coord_in; \n"
705 " } \n"
706 " } \n"
707 "} \n"
708 " \n"
709 " \n"
710 "void main() { \n"
711 " \n"
712 " R = 2.0*(GLUP_VS.mesh_width/(GLUP_VS.viewport[2]+GLUP_VS.viewport[3])); \n"
713 " \n"
714 " vec4 p1_clipspace = GLUP_VS.modelviewprojection_matrix * vertex_in; \n"
715 " vec4 p2_clipspace = GLUP_VS.modelviewprojection_matrix * normal_in; \n"
716 " \n"
717 " p1_ndc = p1_clipspace.xy / p1_clipspace.w; \n"
718 " p2_ndc = p2_clipspace.xy / p2_clipspace.w; \n"
719 " \n"
720 " if(glupIsEnabled(GLUP_PICKING)) { \n"
721 "#ifdef GLUP_ES_100 \n"
722 " // Note: we need to add 0.5, else there are some precision \n"
723 " // issues, and the integer mod() operation creates random \n"
724 " // values... \n"
725 " primitive_id = float( \n"
726 " int(vertex_id_in+0.5)/glup_primitive_nb_vertices \n"
727 " )+0.5; \n"
728 "#else \n"
729 " primitive_id = int(vertex_id_in + 0.5)/glup_primitive_nb_vertices; \n"
730 "#endif \n"
731 " } \n"
732 " \n"
733 " vec2 U = R*normalize(p2_ndc-p1_ndc); \n"
734 " vec2 V = vec2(U.y,-U.x); \n"
735 " \n"
736 " int v_local_id = glup_mod(int(vertex_id_in+0.5),4); \n"
737 " float z_offset = 0.2 * GLUP_VS.modelview_matrix[3][3] * R; \n"
738 " \n"
739 " if(v_local_id == 0) { \n"
740 " emit_vertex_2(vertex_in, p1_clipspace,-U-V, z_offset); \n"
741 " } else if(v_local_id == 1) { \n"
742 " emit_vertex_2(vertex_in, p1_clipspace,-U+V, z_offset); \n"
743 " } else if(v_local_id == 2) { \n"
744 " emit_vertex_2(normal_in, p2_clipspace, U-V, z_offset); \n"
745 " } else { \n"
746 " emit_vertex_2(normal_in, p2_clipspace, U+V, z_offset); \n"
747 " } \n"
748 " \n"
749 "} \n"
750 );
751
752 GEO::GLSL::register_GLSL_include_file("GLUPES/thick_lines_fragment_shader.h",
753 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
754 "//import <GLUPES/fragment_shader_state.h> \n"
755 "//import <GLUP/stdglup.h> \n"
756 "//import <GLUP/current_profile/toggles.h> \n"
757 "//import <GLUP/current_profile/primitive.h> \n"
758 "//import <GLUPES/fragment_shader_utils.h> \n"
759 " \n"
760 "glup_in float clip_dist; \n"
761 "glup_in vec4 color; \n"
762 "glup_in vec4 tex_coord; \n"
763 "glup_flat glup_in glup_id primitive_id; \n"
764 "glup_in float R; \n"
765 "glup_in vec2 p1_ndc; \n"
766 "glup_in vec2 p2_ndc; \n"
767 " \n"
768 "void main() { \n"
769 " \n"
770 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
771 " if(clip_dist < 0.0) { \n"
772 " discard; \n"
773 " } \n"
774 " } \n"
775 " \n"
776 " // Create nicer joints between overlapping thick lines by creating a \n"
777 " // small disk over the joints \n"
778 " \n"
779 " vec2 p_ndc = vec2( \n"
780 " 2.0 * ( (gl_FragCoord.x - GLUP.viewport[0]) / GLUP.viewport[2] - 0.5), \n"
781 " 2.0 * ( (gl_FragCoord.y - GLUP.viewport[1]) / GLUP.viewport[3] - 0.5) \n"
782 " ); \n"
783 " \n"
784 " vec2 U = p2_ndc - p1_ndc; \n"
785 " vec2 V1 = p_ndc - p1_ndc; \n"
786 " vec2 V2 = p_ndc - p2_ndc; \n"
787 " \n"
788 " if(dot(V1,U) < 0.0 && dot(V1,V1) > R*R) { \n"
789 " discard; \n"
790 " } \n"
791 " \n"
792 " if(dot(V2,U) > 0.0 && dot(V2,V2) > R*R) { \n"
793 " discard; \n"
794 " } \n"
795 " \n"
796 " if(glupIsEnabled(GLUP_PICKING)) { \n"
797 " glup_FragColor = glup_picking(int(primitive_id)); \n"
798 " return; \n"
799 " } \n"
800 " \n"
801 " vec4 result; \n"
802 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
803 " result = color; \n"
804 " } else { \n"
805 " result = GLUP.mesh_color; \n"
806 " } \n"
807 " \n"
808 " if(glupIsEnabled(GLUP_TEXTURING) && !glupIsEnabled(GLUP_NORMAL_MAPPING)) { \n"
809 " result = glup_texturing(result, tex_coord); \n"
810 " } \n"
811 " glup_FragColor = result; \n"
812 " glup_alpha_discard(); \n"
813 "} \n"
814 );
815
816 GEO::GLSL::register_GLSL_include_file("GLUPES/vertex_shader.h",
817 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
818 "//import <GLUP/stdglup.h> \n"
819 "//import <GLUP/current_profile/toggles.h> \n"
820 "//import <GLUP/current_profile/primitive.h> \n"
821 "//import <GLUPES/vertex_shader_state.h> \n"
822 " \n"
823 "glup_in vec4 vertex_in; \n"
824 "glup_in vec4 color_in; \n"
825 "glup_in vec4 tex_coord_in; \n"
826 "glup_in highp float vertex_id_in; \n"
827 "glup_out vec3 vertex_view_space; \n"
828 "glup_out float clip_dist; \n"
829 "glup_out vec4 color; \n"
830 "glup_out vec4 tex_coord; \n"
831 "glup_out vec4 mesh_tex_coord; \n"
832 "glup_flat glup_out glup_id primitive_id; \n"
833 " \n"
834 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
835 "glup_in vec4 normal_in; \n"
836 "glup_out vec3 normal; \n"
837 "#endif \n"
838 " \n"
839 "void main() { \n"
840 " \n"
841 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
842 " clip_dist = dot( \n"
843 " vertex_in, GLUP_VS.world_clip_plane \n"
844 " ); \n"
845 " } \n"
846 " \n"
847 " if(glupIsEnabled(GLUP_PICKING)) { \n"
848 "#ifdef GLUP_ES_100 \n"
849 " // Note: we need to add 0.5, else there are some precision \n"
850 " // issues, and the integer mod() operation creates random \n"
851 " // values... \n"
852 " primitive_id = float( \n"
853 " int(vertex_id_in+0.5)/glup_primitive_nb_vertices \n"
854 " )+0.5; \n"
855 "#else \n"
856 " primitive_id = int(vertex_id_in + 0.5)/glup_primitive_nb_vertices; \n"
857 "#endif \n"
858 " } \n"
859 " \n"
860 " if(glupIsEnabled(GLUP_LIGHTING)) { \n"
861 " vertex_view_space = (GLUP_VS.modelview_matrix * vertex_in).xyz; \n"
862 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
863 " if(glupIsEnabled(GLUP_VERTEX_NORMALS)) { \n"
864 " normal = GLUP_VS.normal_matrix*normal_in.xyz; \n"
865 " } \n"
866 "#endif \n"
867 " } \n"
868 " \n"
869 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
870 " color = color_in; \n"
871 " } \n"
872 " \n"
873 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
874 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
875 " tex_coord = tex_coord_in; \n"
876 " } else { \n"
877 " tex_coord = GLUP_VS.texture_matrix * tex_coord_in; \n"
878 " } \n"
879 " } \n"
880 " \n"
881 " if(glupIsEnabled(GLUP_DRAW_MESH)) { \n"
882 " mesh_tex_coord = get_mesh_tex_coord(int(vertex_id_in + 0.5)); \n"
883 " } \n"
884 " \n"
885 " gl_Position = GLUP_VS.modelviewprojection_matrix * vertex_in; \n"
886 "} \n"
887 );
888
889 GEO::GLSL::register_GLSL_include_file("GLUPES/fragment_shader.h",
890 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
891 "//import <GLUPES/fragment_shader_state.h> \n"
892 "//import <GLUP/stdglup.h> \n"
893 "//import <GLUP/current_profile/toggles.h> \n"
894 "//import <GLUP/current_profile/primitive.h> \n"
895 "//import <GLUPES/fragment_shader_utils.h> \n"
896 " \n"
897 "glup_in vec3 vertex_view_space; \n"
898 "glup_in float clip_dist; \n"
899 "glup_in vec4 color; \n"
900 "glup_in vec4 tex_coord; \n"
901 "glup_in vec4 mesh_tex_coord; \n"
902 "glup_flat glup_in glup_id primitive_id; \n"
903 " \n"
904 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
905 "glup_in vec3 normal; \n"
906 "#endif \n"
907 " \n"
908 " \n"
909 "void main() { \n"
910 " \n"
911 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
912 " if(glup_primitive_dimension == 2) { \n"
913 " if(clip_dist < 0.0) { \n"
914 " discard; \n"
915 " } \n"
916 " } else if(glup_primitive_dimension == 3) { \n"
917 " if( \n"
918 " clip_dist < 0.0 && \n"
919 " GLUP.clipping_mode == GLUP_CLIP_STANDARD \n"
920 " ) { \n"
921 " discard; \n"
922 " } \n"
923 " } \n"
924 " } \n"
925 " \n"
926 " vec3 N; \n"
927 " if(glupIsEnabled(GLUP_LIGHTING)) { \n"
928 " if( \n"
929 " glupIsEnabled(GLUP_TEXTURING) && \n"
930 " glupIsEnabled(GLUP_NORMAL_MAPPING) \n"
931 " ) { \n"
932 " N = glup_texturing(vec4(1.0,1.0,1.0,1.0), tex_coord).xyz; \n"
933 " N = N-vec3(0.5,0.5,0.5); \n"
934 " N = normalize(GLUP.normal_matrix*N); \n"
935 " if(!gl_FrontFacing) { \n"
936 " N = -N; \n"
937 " } \n"
938 " } else { \n"
939 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
940 " if(glupIsEnabled(GLUP_VERTEX_NORMALS)) { \n"
941 " N = normalize(normal); \n"
942 " if(!gl_FrontFacing) { \n"
943 " N = -N; \n"
944 " } \n"
945 " } else \n"
946 "#endif \n"
947 " { \n"
948 " // Note: we still compute view space vertex \n"
949 " // in vertex shader, because we seemingly do \n"
950 " // not have sufficient precision to do the same \n"
951 " // trick as in GLUP_GLSL (i.e. going back to \n"
952 " // view space from clip space using projection \n"
953 " // matrix). \n"
954 " vec3 U = dFdx(vertex_view_space); \n"
955 " vec3 V = dFdy(vertex_view_space); \n"
956 " N = normalize(cross(U,V)); \n"
957 " } \n"
958 " } \n"
959 " } \n"
960 " \n"
961 " glup_FragColor = glup_shading( \n"
962 " color, tex_coord, N, int(primitive_id), mesh_tex_coord \n"
963 " ); \n"
964 " glup_alpha_discard(); \n"
965 "} \n"
966 );
967
968 GEO::GLSL::register_GLSL_include_file("GLUPES/spheres_vertex_shader.h",
969 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
970 "//import <GLUPES/vertex_shader_state.h> \n"
971 "//import <GLUP/stdglup.h> \n"
972 "//import <GLUP/current_profile/toggles.h> \n"
973 "//import <GLUP/current_profile/primitive.h> \n"
974 " \n"
975 "glup_in vec4 vertex_in; \n"
976 "glup_in vec4 color_in; \n"
977 "glup_in vec4 tex_coord_in; \n"
978 "glup_in highp float vertex_id_in; \n"
979 " \n"
980 "glup_flat glup_out vec4 color; \n"
981 "glup_flat glup_out vec4 tex_coord; \n"
982 "glup_flat glup_out vec3 center_world_space; \n"
983 "glup_flat glup_out float radius; \n"
984 "glup_flat glup_out glup_id primitive_id; \n"
985 " \n"
986 "vec4 row0(in mat4 M) { \n"
987 " return vec4(M[0][0], M[1][0], M[2][0], M[3][0]); \n"
988 "} \n"
989 " \n"
990 "vec4 row1(in mat4 M) { \n"
991 " return vec4(M[0][1], M[1][1], M[2][1], M[3][1]); \n"
992 "} \n"
993 " \n"
994 "vec4 row3(in mat4 M) { \n"
995 " return vec4(M[0][3], M[1][3], M[2][3], M[3][3]); \n"
996 "} \n"
997 " \n"
998 "// Reference: \n"
999 "// http://reality.cs.ucl.ac.uk/projects/quadrics/pbg06.pdf \n"
1000 "// Ported from Dmitry / Sam code \n"
1001 " \n"
1002 "void main(void) { \n"
1003 " \n"
1004 " if(glupIsEnabled(GLUP_PICKING)) { \n"
1005 "#ifdef GLUP_ES_100 \n"
1006 " primitive_id = float(int(vertex_id_in + 0.5)) + 0.5; \n"
1007 "#else \n"
1008 " primitive_id = int(vertex_id_in + 0.5); \n"
1009 "#endif \n"
1010 " } \n"
1011 " \n"
1012 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1013 " color = color_in; \n"
1014 " } \n"
1015 " \n"
1016 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1017 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
1018 " tex_coord = tex_coord_in; \n"
1019 " } else { \n"
1020 " tex_coord = GLUP_VS.texture_matrix * tex_coord_in; \n"
1021 " } \n"
1022 " } \n"
1023 " \n"
1024 " float R = vertex_in.w; \n"
1025 " gl_Position = \n"
1026 " GLUP_VS.modelviewprojection_matrix*vec4(vertex_in.xyz,1.0); \n"
1027 " \n"
1028 " // TODO: optimize, directly compute r1,r2,r4 \n"
1029 " mat4 T = mat4( \n"
1030 " 1.0, 0.0, 0.0, 0.0, \n"
1031 " 0.0, 1.0, 0.0, 0.0, \n"
1032 " 0.0, 0.0, 1.0, 0.0, \n"
1033 " vertex_in.x/R, vertex_in.y/R, vertex_in.z/R, 1.0/R \n"
1034 " ); \n"
1035 " \n"
1036 " mat4 PMT = GLUP_VS.modelviewprojection_matrix * T; \n"
1037 " vec4 r1 = row0(PMT); \n"
1038 " vec4 r2 = row1(PMT); \n"
1039 " vec4 r4 = row3(PMT); \n"
1040 " \n"
1041 " float r1Dr4T = dot(r1.xyz,r4.xyz)-r1.w*r4.w; \n"
1042 " float r1Dr1T = dot(r1.xyz,r1.xyz)-r1.w*r1.w; \n"
1043 " float r4Dr4T = dot(r4.xyz,r4.xyz)-r4.w*r4.w; \n"
1044 " float r2Dr2T = dot(r2.xyz,r2.xyz)-r2.w*r2.w; \n"
1045 " float r2Dr4T = dot(r2.xyz,r4.xyz)-r2.w*r4.w; \n"
1046 " \n"
1047 " float discriminant_x = r1Dr4T*r1Dr4T-r4Dr4T*r1Dr1T; \n"
1048 " float discriminant_y = r2Dr4T*r2Dr4T-r4Dr4T*r2Dr2T; \n"
1049 " float screen = max(GLUP_VS.viewport[2], GLUP_VS.viewport[3]); \n"
1050 " gl_PointSize = sqrt(max(discriminant_x, discriminant_y)) * screen/(-r4Dr4T); \n"
1051 " \n"
1052 " center_world_space = vertex_in.xyz; \n"
1053 " radius = vertex_in.w; \n"
1054 "} \n"
1055 );
1056
1057 GEO::GLSL::register_GLSL_include_file("GLUPES/spheres_fragment_shader.h",
1058 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
1059 "//import <GLUPES/fragment_shader_state.h> \n"
1060 "//import <GLUP/stdglup.h> \n"
1061 "//import <GLUP/current_profile/toggles.h> \n"
1062 "//import <GLUP/current_profile/primitive.h> \n"
1063 "//import <GLUP/fragment_shader_utils.h> \n"
1064 "//import <GLUP/fragment_ray_tracing.h> \n"
1065 " \n"
1066 "glup_flat glup_in vec4 color; \n"
1067 "glup_flat glup_in vec4 tex_coord; \n"
1068 "glup_flat glup_in vec3 center_world_space; \n"
1069 "glup_flat glup_in float radius; \n"
1070 "glup_flat glup_in glup_id primitive_id; \n"
1071 " \n"
1072 "void main(void) { \n"
1073 " vec3 C = center_world_space; \n"
1074 " float r = radius; \n"
1075 " \n"
1076 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
1077 " if( \n"
1078 " glup_primitive == GLUP_POINTS || \n"
1079 " GLUP.clipping_mode == GLUP_CLIP_WHOLE_CELLS \n"
1080 " ) { \n"
1081 " if(dot(vec4(center_world_space,1.0),GLUP.world_clip_plane) < 0.0) { \n"
1082 " discard; \n"
1083 " } \n"
1084 " } else if(GLUP.clipping_mode == GLUP_CLIP_STRADDLING_CELLS) { \n"
1085 " float dist = \n"
1086 " abs(dot(vec4(center_world_space,1.0),GLUP.world_clip_plane)) / \n"
1087 " length(GLUP.world_clip_plane.xyz) ; \n"
1088 " if(dist > r) { \n"
1089 " discard; \n"
1090 " } \n"
1091 " } \n"
1092 " } \n"
1093 " \n"
1094 " Ray R = glup_primary_ray(); \n"
1095 " vec3 M,N; \n"
1096 " \n"
1097 " if( \n"
1098 " glup_primitive != GLUP_POINTS && \n"
1099 " glupIsEnabled(GLUP_CLIPPING) && \n"
1100 " GLUP.clipping_mode == GLUP_CLIP_SLICE_CELLS \n"
1101 " ) { \n"
1102 " N = GLUP.world_clip_plane.xyz; \n"
1103 " float w = GLUP.world_clip_plane.w; \n"
1104 " float t = -(w + dot(N,R.O)) / dot(N,R.V); \n"
1105 " M = R.O + t*R.V; \n"
1106 " if(dot(M-C,M-C) > r*r) { \n"
1107 " discard; \n"
1108 " } \n"
1109 " } else { \n"
1110 " // High-precision ray-sphere intersection \n"
1111 " // See Ray Tracing Gems, Chapter 7, \n"
1112 " // Precision Improvements for Ray-Sphere Intersection, \n"
1113 " // E. Haines, J. Gunther, T. Akenine-Moller \n"
1114 " vec3 D = R.O-C; \n"
1115 " float a = dot(R.V,R.V); \n"
1116 " \n"
1117 " float b_prime = -dot(D,R.V); \n"
1118 " vec3 H = D + (b_prime/a) * R.V; \n"
1119 " float delta = r*r - dot(H,H); \n"
1120 " if(delta < 0.0) { \n"
1121 " discard; \n"
1122 " } \n"
1123 " // Original article: q = b_prime + sign(b_prime)*sqrt(a*delta) \n"
1124 " // Don't know why they do that, here we know we want t1 \n"
1125 " float q = b_prime - sqrt(a*delta); \n"
1126 " float t = q/a; \n"
1127 " \n"
1128 " // Equivalent lower-precision version: \n"
1129 " /* \n"
1130 " float b = 2.0*dot(R.V,D); \n"
1131 " float c = dot(D,D)-r*r; \n"
1132 " float delta = b*b-4.0*a*c; \n"
1133 " if(delta < 0.0) { \n"
1134 " discard; \n"
1135 " } \n"
1136 " float t = (-b-sqrt(delta))/(2.0*a); \n"
1137 " */ \n"
1138 " \n"
1139 " M = R.O + t*R.V; \n"
1140 " N = M-C; \n"
1141 " } \n"
1142 " \n"
1143 " if( \n"
1144 " glup_primitive != GLUP_POINTS && \n"
1145 " glupIsEnabled(GLUP_CLIPPING) && \n"
1146 " GLUP.clipping_mode == GLUP_CLIP_STANDARD \n"
1147 " ) { \n"
1148 " if(dot(vec4(M,1.0),GLUP.world_clip_plane) < 0.0) { \n"
1149 " discard; \n"
1150 " } \n"
1151 " } \n"
1152 " \n"
1153 " glup_update_depth(M); \n"
1154 " \n"
1155 " if(glupIsEnabled(GLUP_PICKING)) { \n"
1156 " glup_FragColor = glup_picking(int(primitive_id)); \n"
1157 " return; \n"
1158 " } \n"
1159 " \n"
1160 " vec4 result; \n"
1161 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1162 " result = color; \n"
1163 " } else { \n"
1164 " result = GLUP.front_color; \n"
1165 " } \n"
1166 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1167 " result = glup_texturing(result, tex_coord); \n"
1168 " } \n"
1169 " if(glupIsEnabled(GLUP_LIGHTING)) { \n"
1170 " N = normalize(GLUP.normal_matrix*N); \n"
1171 " if( \n"
1172 " glup_primitive != GLUP_POINTS && \n"
1173 " glupIsEnabled(GLUP_CLIPPING) && \n"
1174 " GLUP.clipping_mode == GLUP_CLIP_SLICE_CELLS && \n"
1175 " N.z < 0.0 \n"
1176 " ) { \n"
1177 " N = -N; \n"
1178 " } \n"
1179 " result = glup_lighting(result, N); \n"
1180 " } \n"
1181 " glup_FragColor = result; \n"
1182 " glup_alpha_discard(); \n"
1183 "} \n"
1184 );
1185
1186 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/state.h",
1187 "layout(shared) \n"
1188 " uniform GLUPStateBlock { \n"
1189 " \n"
1190 " bool vertex_colors_enabled; \n"
1191 " \n"
1192 " vec4 front_color; \n"
1193 " vec4 back_color; \n"
1194 " \n"
1195 " bool draw_mesh_enabled; \n"
1196 " vec4 mesh_color; \n"
1197 " float mesh_width; \n"
1198 " \n"
1199 " bool lighting_enabled; \n"
1200 " bool vertex_normals_enabled; \n"
1201 " bool normal_mapping_enabled; \n"
1202 " vec3 light_vector; \n"
1203 " vec3 light_half_vector; \n"
1204 " float specular; \n"
1205 " \n"
1206 " bool texturing_enabled; \n"
1207 " bool indirect_texturing_enabled; \n"
1208 " int texture_mode; \n"
1209 " int texture_type; \n"
1210 " \n"
1211 " float cells_shrink; \n"
1212 " \n"
1213 " bool picking_enabled; \n"
1214 " int picking_mode; \n"
1215 " int picking_id; \n"
1216 " int base_picking_id; \n"
1217 " \n"
1218 " bool clipping_enabled; \n"
1219 " int clipping_mode; \n"
1220 " vec4 clip_plane; \n"
1221 " vec4 world_clip_plane; \n"
1222 " vec4 clip_clip_plane; \n"
1223 " \n"
1224 " bool alpha_discard_enabled; \n"
1225 " float alpha_threshold; \n"
1226 " \n"
1227 " bool primitive_filtering_enabled; \n"
1228 " \n"
1229 " mat4 modelviewprojection_matrix; \n"
1230 " mat4 modelview_matrix; \n"
1231 " mat4 projection_matrix; \n"
1232 " mat3 normal_matrix; \n"
1233 " mat4 texture_matrix; \n"
1234 " mat4 inverse_modelviewprojection_matrix; \n"
1235 " mat4 inverse_modelview_matrix; \n"
1236 " mat4 inverse_projection_matrix; \n"
1237 " vec4 viewport; \n"
1238 " \n"
1239 " float point_size; \n"
1240 "} GLUP; \n"
1241 " \n"
1242 "// Note: the 1D colormap is stored in a 2D texture, because \n"
1243 "// 1D textures are not supported by all OpenGL implementations \n"
1244 "uniform sampler2D texture1Dsampler; \n"
1245 "uniform sampler2D texture2Dsampler; \n"
1246 "uniform sampler3D texture3Dsampler; \n"
1247 " \n"
1248 "#define GLUP_PRIMITIVE_FILTER \n"
1249 "uniform usamplerBuffer texturePrimitiveFiltersampler; \n"
1250 );
1251
1252 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/points_vertex_shader.h",
1253 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
1254 "//import <GLUPGLSL/state.h> \n"
1255 "//import <GLUP/stdglup.h> \n"
1256 "//import <GLUP/current_profile/toggles.h> \n"
1257 "//import <GLUP/current_profile/primitive.h> \n"
1258 " \n"
1259 "in vec4 vertex_in; \n"
1260 "in vec4 color_in; \n"
1261 "in vec4 tex_coord_in; \n"
1262 " \n"
1263 "out VertexData { \n"
1264 " vec4 color; \n"
1265 " vec4 tex_coord; \n"
1266 " vec3 center_world_space; \n"
1267 " float radius; \n"
1268 "} VertexOut; \n"
1269 " \n"
1270 "void main(void) { \n"
1271 " \n"
1272 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1273 " VertexOut.color = color_in; \n"
1274 " } \n"
1275 " \n"
1276 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1277 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
1278 " VertexOut.tex_coord = tex_coord_in; \n"
1279 " } else { \n"
1280 " VertexOut.tex_coord = GLUP.texture_matrix * tex_coord_in; \n"
1281 " } \n"
1282 " } \n"
1283 " \n"
1284 " // note: WebGL does not have glPointSize() API function \n"
1285 " // so the only way to set it is from the VS. \n"
1286 " gl_PointSize = GLUP.point_size; \n"
1287 " gl_Position = GLUP.modelviewprojection_matrix*vertex_in; \n"
1288 " \n"
1289 " VertexOut.center_world_space = vertex_in.xyz / vertex_in.w; \n"
1290 " vec4 P1 = GLUP.inverse_modelviewprojection_matrix*vec4(0.0, 0.0, 0.0, 1.0); \n"
1291 " vec4 P2 = GLUP.inverse_modelviewprojection_matrix*vec4( \n"
1292 " GLUP.point_size/GLUP.viewport[2],0.0,0.0,1.0 \n"
1293 " ); \n"
1294 " VertexOut.radius = length(P1.xyz/P1.w-P2.xyz/P2.w); \n"
1295 "} \n"
1296 );
1297
1298 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/lines_fragment_shader.h",
1299 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
1300 "//import <GLUPGLSL/state.h> \n"
1301 "//import <GLUP/stdglup.h> \n"
1302 "//import <GLUP/current_profile/toggles.h> \n"
1303 "//import <GLUP/current_profile/primitive.h> \n"
1304 "//import <GLUP/fragment_shader_utils.h> \n"
1305 " \n"
1306 "#ifndef GLUP_NO_GL_CLIPPING \n"
1307 "in float gl_ClipDistance[]; \n"
1308 "#endif \n"
1309 " \n"
1310 "in VertexData { \n"
1311 " vec4 color; \n"
1312 " vec4 tex_coord; \n"
1313 "} FragmentIn; \n"
1314 " \n"
1315 "void main() { \n"
1316 " \n"
1317 "#ifdef GLUP_GL_ES \n"
1318 "#ifndef GLUP_NO_GL_CLIPPING \n"
1319 " if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { \n"
1320 " discard; \n"
1321 " } \n"
1322 "#endif \n"
1323 "#endif \n"
1324 " \n"
1325 " if(glupIsEnabled(GLUP_PRIMITIVE_FILTERING)) { \n"
1326 " glup_primitive_filter(gl_PrimitiveID); \n"
1327 " } \n"
1328 " \n"
1329 " if(glupIsEnabled(GLUP_PICKING)) { \n"
1330 " glup_FragColor = glup_picking(gl_PrimitiveID); \n"
1331 " return; \n"
1332 " } \n"
1333 " \n"
1334 " vec4 result; \n"
1335 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1336 " result = FragmentIn.color; \n"
1337 " } else { \n"
1338 " result = GLUP.front_color; \n"
1339 " } \n"
1340 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1341 " result = glup_texturing(result, FragmentIn.tex_coord); \n"
1342 " } \n"
1343 " \n"
1344 " glup_FragColor = result; \n"
1345 " glup_alpha_discard(); \n"
1346 "} \n"
1347 );
1348
1349 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/thick_lines_vertex_shader.h",
1350 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
1351 "//import <GLUPGLSL/state.h> \n"
1352 "//import <GLUP/stdglup.h> \n"
1353 "//import <GLUP/current_profile/toggles.h> \n"
1354 "//import <GLUP/current_profile/primitive.h> \n"
1355 " \n"
1356 "in vec4 vertex_in; \n"
1357 "in vec4 color_in; \n"
1358 "in vec4 tex_coord_in; \n"
1359 " \n"
1360 "out VertexData { \n"
1361 "#ifdef GLUP_GL_ES \n"
1362 " vec4 vertex_clip_space; \n"
1363 "#endif \n"
1364 " vec4 color; \n"
1365 " vec4 tex_coord; \n"
1366 "} VertexOut; \n"
1367 " \n"
1368 "void main(void) { \n"
1369 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1370 " VertexOut.color = color_in; \n"
1371 " } \n"
1372 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1373 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
1374 " VertexOut.tex_coord = tex_coord_in; \n"
1375 " } else { \n"
1376 " VertexOut.tex_coord = \n"
1377 " GLUP.texture_matrix * tex_coord_in; \n"
1378 " } \n"
1379 " } \n"
1380 " gl_Position = GLUP.modelviewprojection_matrix * vertex_in; \n"
1381 "} \n"
1382 );
1383
1384 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/thick_lines_geometry_shader.h",
1385 "//import <GLUP/current_profile/geometry_shader_preamble.h> \n"
1386 "//import <GLUPGLSL/state.h> \n"
1387 "//import <GLUP/stdglup.h> \n"
1388 "//import <GLUP/current_profile/toggles.h> \n"
1389 "//import <GLUP/current_profile/primitive.h> \n"
1390 " \n"
1391 "// Send the two extremities of the segment and the radius to \n"
1392 "// the fragment shader (used to create nicer joints) \n"
1393 "out vec2 p1_ndc; \n"
1394 "out vec2 p2_ndc; \n"
1395 "out float R; \n"
1396 " \n"
1397 "void emit_vertex_2( \n"
1398 " in int i, in vec2 offset, in float z_offset, in bool do_clip \n"
1399 ") { \n"
1400 "#ifndef GLUP_NO_GL_CLIPPING \n"
1401 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
1402 " gl_ClipDistance[0] = \n"
1403 " clip_distance(vertex_clip_space_in(i),do_clip); \n"
1404 " } \n"
1405 "#endif \n"
1406 " gl_Position = vertex_clip_space_in(i) / vertex_clip_space_in(i).w ; \n"
1407 " gl_Position.x += offset.x; \n"
1408 " gl_Position.y += offset.y; \n"
1409 " gl_Position.z -= z_offset; \n"
1410 " VertexOut.vertex_clip_space = gl_Position; \n"
1411 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1412 " VertexOut.color = color_in(i); \n"
1413 " } \n"
1414 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1415 " VertexOut.tex_coord = tex_coord_in(i); \n"
1416 " } \n"
1417 " EmitVertex(); \n"
1418 "} \n"
1419 " \n"
1420 "void main() { \n"
1421 " gl_PrimitiveID = gl_PrimitiveIDIn; \n"
1422 " \n"
1423 " R = 2.0*(GLUP.mesh_width/(GLUP.viewport[2]+GLUP.viewport[3])); \n"
1424 " p1_ndc = vertex_clip_space_in(0).xy / vertex_clip_space_in(0).w; \n"
1425 " p2_ndc = vertex_clip_space_in(1).xy / vertex_clip_space_in(1).w; \n"
1426 " vec2 U = R*normalize(p2_ndc-p1_ndc); \n"
1427 " vec2 V = vec2(U.y,-U.x); \n"
1428 " float z_offset = 0.2 * GLUP.modelview_matrix[3][3] * R; \n"
1429 " emit_vertex_2(0,-U-V, z_offset, true); \n"
1430 " emit_vertex_2(0,-U+V, z_offset, true); \n"
1431 " emit_vertex_2(1, U-V, z_offset, true); \n"
1432 " emit_vertex_2(1, U+V, z_offset, true); \n"
1433 " EndPrimitive(); \n"
1434 "} \n"
1435 );
1436
1437 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/thick_lines_fragment_shader.h",
1438 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
1439 "//import <GLUPGLSL/state.h> \n"
1440 "//import <GLUP/stdglup.h> \n"
1441 "//import <GLUP/current_profile/toggles.h> \n"
1442 "//import <GLUP/current_profile/primitive.h> \n"
1443 "//import <GLUP/fragment_shader_utils.h> \n"
1444 " \n"
1445 "#ifndef GLUP_NO_GL_CLIPPING \n"
1446 "in float gl_ClipDistance[]; \n"
1447 "#endif \n"
1448 " \n"
1449 "in VertexData { \n"
1450 " vec4 vertex_clip_space; \n"
1451 " vec4 color; \n"
1452 " vec4 tex_coord; \n"
1453 " vec4 mesh_tex_coord; \n"
1454 "} FragmentIn; \n"
1455 " \n"
1456 "in vec2 p1_ndc; \n"
1457 "in vec2 p2_ndc; \n"
1458 "in float R; \n"
1459 " \n"
1460 " \n"
1461 "void main() { \n"
1462 " \n"
1463 "#ifdef GLUP_GL_ES \n"
1464 "#ifndef GLUP_NO_GL_CLIPPING \n"
1465 " if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { \n"
1466 " discard; \n"
1467 " } \n"
1468 "#endif \n"
1469 "#endif \n"
1470 " \n"
1471 " // Create nicer joints between overlapping thick lines by creating a \n"
1472 " // small disk over the joints \n"
1473 " \n"
1474 " vec2 p_ndc = vec2( \n"
1475 " 2.0 * ( (gl_FragCoord.x - GLUP.viewport[0]) / GLUP.viewport[2] - 0.5), \n"
1476 " 2.0 * ( (gl_FragCoord.y - GLUP.viewport[1]) / GLUP.viewport[3] - 0.5) \n"
1477 " ); \n"
1478 " \n"
1479 " vec2 U = p2_ndc - p1_ndc; \n"
1480 " vec2 V1 = p_ndc - p1_ndc; \n"
1481 " vec2 V2 = p_ndc - p2_ndc; \n"
1482 " \n"
1483 " if(dot(V1,U) < 0 && dot(V1,V1) > R*R) { \n"
1484 " discard; \n"
1485 " } \n"
1486 " \n"
1487 " if(dot(V2,U) > 0 && dot(V2,V2) > R*R) { \n"
1488 " discard; \n"
1489 " } \n"
1490 " \n"
1491 " if(glupIsEnabled(GLUP_PRIMITIVE_FILTERING)) { \n"
1492 " glup_primitive_filter(gl_PrimitiveID); \n"
1493 " } \n"
1494 " \n"
1495 " if(glupIsEnabled(GLUP_PICKING)) { \n"
1496 " glup_FragColor = glup_picking(gl_PrimitiveID); \n"
1497 " return; \n"
1498 " } \n"
1499 " \n"
1500 " vec4 result; \n"
1501 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1502 " result = FragmentIn.color; \n"
1503 " } else { \n"
1504 " result = GLUP.mesh_color; \n"
1505 " } \n"
1506 " \n"
1507 " if(glupIsEnabled(GLUP_TEXTURING) && !glupIsEnabled(GLUP_NORMAL_MAPPING)) { \n"
1508 " result = glup_texturing(result, FragmentIn.tex_coord); \n"
1509 " } \n"
1510 " glup_FragColor = result; \n"
1511 " glup_alpha_discard(); \n"
1512 "} \n"
1513 );
1514
1515 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/vertex_shader.h",
1516 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
1517 "//import <GLUPGLSL/state.h> \n"
1518 "//import <GLUP/stdglup.h> \n"
1519 "//import <GLUP/current_profile/toggles.h> \n"
1520 "//import <GLUP/current_profile/primitive.h> \n"
1521 " \n"
1522 "in vec4 vertex_in; \n"
1523 "in vec4 color_in; \n"
1524 "in vec4 tex_coord_in; \n"
1525 " \n"
1526 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1527 "in vec4 normal_in; \n"
1528 "#endif \n"
1529 " \n"
1530 "out VertexData { \n"
1531 "#ifdef GLUP_NO_GEOMETRY_SHADER \n"
1532 " vec4 vertex_clip_space; \n"
1533 "#endif \n"
1534 " vec4 color; \n"
1535 " vec4 tex_coord; \n"
1536 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1537 " vec3 normal; \n"
1538 "# ifdef GLUP_NO_GEOMETRY_SHADER \n"
1539 " vec4 mesh_tex_coord; \n"
1540 "# endif \n"
1541 "#endif \n"
1542 "} VertexOut; \n"
1543 " \n"
1544 " \n"
1545 "void main(void) { \n"
1546 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1547 " VertexOut.color = color_in; \n"
1548 " } \n"
1549 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1550 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
1551 " VertexOut.tex_coord = tex_coord_in; \n"
1552 " } else { \n"
1553 " VertexOut.tex_coord = \n"
1554 " GLUP.texture_matrix * tex_coord_in; \n"
1555 " } \n"
1556 " } \n"
1557 " \n"
1558 "#ifndef GLUP_NO_GL_CLIPPING \n"
1559 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
1560 " gl_ClipDistance[0] = dot( \n"
1561 " vertex_in, GLUP.world_clip_plane \n"
1562 " ); \n"
1563 " } else { \n"
1564 " gl_ClipDistance[0] = 0.0; \n"
1565 " } \n"
1566 "#endif \n"
1567 " \n"
1568 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1569 " if( \n"
1570 " glupIsEnabled(GLUP_LIGHTING) && \n"
1571 " glupIsEnabled(GLUP_VERTEX_NORMALS) \n"
1572 " ) { \n"
1573 " VertexOut.normal = GLUP.normal_matrix * normal_in.xyz; \n"
1574 " } \n"
1575 " \n"
1576 "#endif \n"
1577 " gl_Position = GLUP.modelviewprojection_matrix * vertex_in; \n"
1578 " \n"
1579 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1580 "# ifdef GLUP_NO_GEOMETRY_SHADER \n"
1581 " VertexOut.vertex_clip_space = gl_Position; \n"
1582 " if(glupIsEnabled(GLUP_DRAW_MESH)) { \n"
1583 " // Note: does not work with glDrawElements because gl_VertexID is \n"
1584 " // the element index ! \n"
1585 " int lv = gl_VertexID % glup_primitive_nb_vertices; \n"
1586 " VertexOut.mesh_tex_coord = vec4( \n"
1587 " float(lv == 0), \n"
1588 " float(lv == 1), \n"
1589 " float(lv == 2), \n"
1590 " float(lv == 3) \n"
1591 " ); \n"
1592 " } \n"
1593 "# endif \n"
1594 "#endif \n"
1595 "} \n"
1596 );
1597
1598 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/gather_vertex_shader.h",
1599 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
1600 "//import <GLUPGLSL/state.h> \n"
1601 "//import <GLUP/stdglup.h> \n"
1602 "//import <GLUP/current_profile/toggles.h> \n"
1603 "//import <GLUP/current_profile/primitive.h> \n"
1604 " \n"
1605 "in vec4 vertex_in[glup_nb_vertices_per_GL_v]; \n"
1606 "in vec4 color_in[glup_nb_vertices_per_GL_v]; \n"
1607 "in vec4 tex_coord_in[glup_nb_vertices_per_GL_v]; \n"
1608 " \n"
1609 "out GVertexData { \n"
1610 " vec4 other_vertex_clip_space[glup_nb_vertices_per_GL_v-1]; \n"
1611 " vec4 color[glup_nb_vertices_per_GL_v]; \n"
1612 " vec4 tex_coord[glup_nb_vertices_per_GL_v]; \n"
1613 "} VertexOut; \n"
1614 " \n"
1615 " \n"
1616 "void main(void) { \n"
1617 " for(int i=0; i<glup_nb_vertices_per_GL_v; ++i) { \n"
1618 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1619 " VertexOut.color[i] = color_in[i]; \n"
1620 " } \n"
1621 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1622 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
1623 " VertexOut.tex_coord[i] = tex_coord_in[i]; \n"
1624 " } else { \n"
1625 " VertexOut.tex_coord[i] = GLUP.texture_matrix * tex_coord_in[i]; \n"
1626 " } \n"
1627 " } \n"
1628 " } \n"
1629 " \n"
1630 " for(int i=1; i<glup_nb_vertices_per_GL_v; ++i) { \n"
1631 " VertexOut.other_vertex_clip_space[i-1] = \n"
1632 " GLUP.modelviewprojection_matrix * vertex_in[i]; \n"
1633 " } \n"
1634 " \n"
1635 " gl_Position = GLUP.modelviewprojection_matrix * vertex_in[0]; \n"
1636 "} \n"
1637 );
1638
1639 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/fragment_shader.h",
1640 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
1641 "//import <GLUPGLSL/state.h> \n"
1642 "//import <GLUP/stdglup.h> \n"
1643 "//import <GLUP/current_profile/toggles.h> \n"
1644 "//import <GLUP/current_profile/primitive.h> \n"
1645 "//import <GLUP/fragment_shader_utils.h> \n"
1646 " \n"
1647 "#ifndef GLUP_NO_GL_CLIPPING \n"
1648 "in float gl_ClipDistance[]; \n"
1649 "#endif \n"
1650 " \n"
1651 "in VertexData { \n"
1652 " vec4 vertex_clip_space; \n"
1653 " vec4 color; \n"
1654 " vec4 tex_coord; \n"
1655 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1656 " vec3 normal; \n"
1657 "#endif \n"
1658 " vec4 mesh_tex_coord; \n"
1659 "} FragmentIn; \n"
1660 " \n"
1661 " \n"
1662 "bool is_triangle(in vec4 mesh_tex_coord) { \n"
1663 " if( \n"
1664 " !glupIsEnabled(GLUP_CLIPPING) || \n"
1665 " GLUP.clipping_mode != GLUP_CLIP_SLICE_CELLS \n"
1666 " ) { \n"
1667 " switch(glup_primitive) { \n"
1668 " case GLUP_TRIANGLES: \n"
1669 " return true; \n"
1670 " case GLUP_QUADS: \n"
1671 " return false; \n"
1672 " case GLUP_TETRAHEDRA: \n"
1673 " return true; \n"
1674 " case GLUP_HEXAHEDRA: \n"
1675 " return false; \n"
1676 " } \n"
1677 " } \n"
1678 " return ( \n"
1679 " (mesh_tex_coord.x + \n"
1680 " mesh_tex_coord.y + \n"
1681 " mesh_tex_coord.z + \n"
1682 " mesh_tex_coord.w) < 1.5 \n"
1683 " ); \n"
1684 "} \n"
1685 " \n"
1686 "float edge_factor(in vec4 mesh_tex_coord) { \n"
1687 " if(is_triangle(mesh_tex_coord)) { \n"
1688 " return edge_factor3(mesh_tex_coord.xyz); \n"
1689 " } else { \n"
1690 " return edge_factor4(mesh_tex_coord); \n"
1691 " } \n"
1692 "} \n"
1693 " \n"
1694 "vec4 glup_draw_mesh(in vec4 color, in vec4 mesh_tex_coord) { \n"
1695 " return mix( \n"
1696 " GLUP.mesh_color, color, edge_factor(mesh_tex_coord) \n"
1697 " ); \n"
1698 "} \n"
1699 " \n"
1700 "void main() { \n"
1701 " \n"
1702 "#ifdef GLUP_GL_ES \n"
1703 "#ifndef GLUP_NO_GL_CLIPPING \n"
1704 " if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { \n"
1705 " discard; \n"
1706 " } \n"
1707 "#endif \n"
1708 "#endif \n"
1709 " \n"
1710 " if(glupIsEnabled(GLUP_PRIMITIVE_FILTERING)) { \n"
1711 " glup_primitive_filter(gl_PrimitiveID); \n"
1712 " } \n"
1713 " \n"
1714 " if(glupIsEnabled(GLUP_PICKING)) { \n"
1715 " glup_FragColor = glup_picking(gl_PrimitiveID); \n"
1716 " return; \n"
1717 " } \n"
1718 " \n"
1719 " vec4 result; \n"
1720 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1721 " result = FragmentIn.color; \n"
1722 " } else { \n"
1723 " result = gl_FrontFacing ? GLUP.front_color : GLUP.back_color; \n"
1724 " } \n"
1725 " \n"
1726 " if(glupIsEnabled(GLUP_TEXTURING) && !glupIsEnabled(GLUP_NORMAL_MAPPING)) { \n"
1727 " result = glup_texturing(result, FragmentIn.tex_coord); \n"
1728 " } \n"
1729 " if(glupIsEnabled(GLUP_LIGHTING)) { \n"
1730 " vec3 N; \n"
1731 " if( \n"
1732 " glupIsEnabled(GLUP_TEXTURING) && \n"
1733 " glupIsEnabled(GLUP_NORMAL_MAPPING) \n"
1734 " ){ \n"
1735 " N = glup_texturing(vec4(1.0,1.0,1.0,1.0), FragmentIn.tex_coord).xyz; \n"
1736 " N = N-vec3(0.5,0.5,0.5); \n"
1737 " N = normalize(GLUP.normal_matrix*N); \n"
1738 " if(!gl_FrontFacing) { \n"
1739 " N = -N; \n"
1740 " } \n"
1741 " } else { \n"
1742 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1743 " if(glupIsEnabled(GLUP_VERTEX_NORMALS)) { \n"
1744 " N = normalize(FragmentIn.normal); \n"
1745 " if(!gl_FrontFacing) { \n"
1746 " N = -N; \n"
1747 " } \n"
1748 " } else \n"
1749 "#endif \n"
1750 " { \n"
1751 " vec3 U = dFdx(FragmentIn.vertex_clip_space.xyz); \n"
1752 " vec3 V = dFdy(FragmentIn.vertex_clip_space.xyz); \n"
1753 " \n"
1754 " mat3 M = transpose( \n"
1755 " mat3( \n"
1756 " GLUP.projection_matrix[0].xyz, \n"
1757 " GLUP.projection_matrix[1].xyz, \n"
1758 " GLUP.projection_matrix[2].xyz \n"
1759 " ) \n"
1760 " ); \n"
1761 " N = -normalize(M*cross(U,V)); \n"
1762 " } \n"
1763 " } \n"
1764 " result = glup_lighting(result, N); \n"
1765 " } \n"
1766 " if(glupIsEnabled(GLUP_DRAW_MESH)) { \n"
1767 " result = glup_draw_mesh(result, FragmentIn.mesh_tex_coord); \n"
1768 " } \n"
1769 " glup_FragColor = result; \n"
1770 " glup_alpha_discard(); \n"
1771 "} \n"
1772 );
1773
1774 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/geometry_shader_preamble.h",
1775 "//import <GLUP/current_profile/geometry_shader_preamble.h> \n"
1776 "//import <GLUPGLSL/state.h> \n"
1777 "//import <GLUP/stdglup.h> \n"
1778 "//import <GLUP/current_profile/toggles.h> \n"
1779 "//import <GLUP/current_profile/primitive.h> \n"
1780 " \n"
1781 " \n"
1782 "#if defined(GLUP_TESS_GATHER) \n"
1783 " \n"
1784 "in GTVertexData { \n"
1785 " vec4 vertex_clip_space[glup_nb_vertices_per_GL_v]; \n"
1786 " vec4 color[glup_nb_vertices_per_GL_v]; \n"
1787 " vec4 tex_coord[glup_nb_vertices_per_GL_v]; \n"
1788 "#ifndef GLUP_TESS_MULTI_VERTEX \n"
1789 " bool discard_me; \n"
1790 "#endif \n"
1791 "} VertexIn[]; \n"
1792 " \n"
1793 "#elif defined(GLUP_VERTEX_GATHER) \n"
1794 " \n"
1795 "in GVertexData { \n"
1796 " vec4 other_vertex_clip_space[glup_nb_vertices_per_GL_v-1]; \n"
1797 " vec4 color[glup_nb_vertices_per_GL_v]; \n"
1798 " vec4 tex_coord[glup_nb_vertices_per_GL_v]; \n"
1799 "} VertexIn[]; \n"
1800 " \n"
1801 "#else \n"
1802 " \n"
1803 "in VertexData { \n"
1804 " vec4 color; \n"
1805 " vec4 tex_coord; \n"
1806 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1807 " vec3 normal; \n"
1808 "#endif \n"
1809 "} VertexIn[]; \n"
1810 " \n"
1811 "#endif \n"
1812 " \n"
1813 "out VertexData { \n"
1814 " vec4 vertex_clip_space; \n"
1815 " vec4 color; \n"
1816 " vec4 tex_coord; \n"
1817 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1818 " vec3 normal; \n"
1819 "#endif \n"
1820 " vec4 mesh_tex_coord; \n"
1821 "} VertexOut; \n"
1822 " \n"
1823 "#ifndef GLUP_NO_GL_CLIPPING \n"
1824 "out float gl_ClipDistance[]; \n"
1825 "#endif \n"
1826 " \n"
1827 "//****** Data abstraction ************** \n"
1828 " \n"
1829 "#if defined(GLUP_VERTEX_GATHER) || defined(GLUP_TESS_GATHER) \n"
1830 " \n"
1831 "# if defined(GLUP_VERTEX_GATHER) \n"
1832 "vec4 vertex_clip_space_in(in int i) { \n"
1833 " int i0 = i / glup_nb_vertices_per_GL_v; \n"
1834 " int i1 = i % glup_nb_vertices_per_GL_v; \n"
1835 " return (i1==0) ? gl_in[i0].gl_Position : \n"
1836 " VertexIn[i0].other_vertex_clip_space[i1-1]; \n"
1837 "} \n"
1838 "# else \n"
1839 "vec4 vertex_clip_space_in(in int i) { \n"
1840 " int i0 = i / glup_nb_vertices_per_GL_v; \n"
1841 " int i1 = i % glup_nb_vertices_per_GL_v; \n"
1842 " return VertexIn[i0].vertex_clip_space[i1]; \n"
1843 "} \n"
1844 "# endif \n"
1845 " \n"
1846 "vec4 color_in(in int i) { \n"
1847 " int i0 = i / glup_nb_vertices_per_GL_v; \n"
1848 " int i1 = i % glup_nb_vertices_per_GL_v; \n"
1849 " return VertexIn[i0].color[i1]; \n"
1850 "} \n"
1851 " \n"
1852 "vec4 tex_coord_in(in int i) { \n"
1853 " int i0 = i / glup_nb_vertices_per_GL_v; \n"
1854 " int i1 = i % glup_nb_vertices_per_GL_v; \n"
1855 " return VertexIn[i0].tex_coord[i1]; \n"
1856 "} \n"
1857 " \n"
1858 "bool prim_is_discarded() { \n"
1859 "#if defined(GLUP_TESS_GATHER) && !defined(GLUP_TESS_MULTI_VERTEX) \n"
1860 " return VertexIn[0].discard_me; \n"
1861 "#endif \n"
1862 " return false; \n"
1863 "} \n"
1864 " \n"
1865 "#else \n"
1866 " \n"
1867 "vec4 vertex_clip_space_in(in int i) { \n"
1868 " return gl_in[i].gl_Position; \n"
1869 "} \n"
1870 " \n"
1871 "vec4 color_in(in int i) { \n"
1872 " return VertexIn[i].color; \n"
1873 "} \n"
1874 " \n"
1875 "vec4 tex_coord_in(in int i) { \n"
1876 " return VertexIn[i].tex_coord; \n"
1877 "} \n"
1878 " \n"
1879 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1880 "vec3 normal_in(in int i) { \n"
1881 " return VertexIn[i].normal; \n"
1882 "} \n"
1883 "#endif \n"
1884 " \n"
1885 "bool prim_is_discarded() { \n"
1886 " return false; \n"
1887 "} \n"
1888 " \n"
1889 "#endif \n"
1890 " \n"
1891 "// **** Utilities **************************** \n"
1892 " \n"
1893 "vec4 vertex_clip_space[glup_primitive_nb_vertices]; \n"
1894 " \n"
1895 "void get_vertices() { \n"
1896 " for(int v=0; v<glup_primitive_nb_vertices; ++v) { \n"
1897 " vertex_clip_space[v] = vertex_clip_space_in(v); \n"
1898 " } \n"
1899 " if(GLUP.cells_shrink != 0.0) { \n"
1900 " vec4 g = vec4(0.0, 0.0, 0.0, 0.0); \n"
1901 " for(int i=0; i<glup_primitive_nb_vertices; ++i) { \n"
1902 " g += vertex_clip_space[i]; \n"
1903 " } \n"
1904 " g /= float(glup_primitive_nb_vertices); \n"
1905 " float s = GLUP.cells_shrink; \n"
1906 " for(int i=0; i<glup_primitive_nb_vertices; ++i) { \n"
1907 " vertex_clip_space[i] = mix(vertex_clip_space[i], g, s); \n"
1908 " } \n"
1909 " } \n"
1910 "} \n"
1911 " \n"
1912 "float clip_distance(in vec4 V, in bool do_clip) { \n"
1913 " return do_clip?dot(V,GLUP.clip_clip_plane):1.0; \n"
1914 "} \n"
1915 " \n"
1916 "bool cell_is_clipped() { \n"
1917 " if(prim_is_discarded()) { \n"
1918 " return true; \n"
1919 " } \n"
1920 " if( \n"
1921 " (glup_primitive_dimension != 3) || \n"
1922 " !glupIsEnabled(GLUP_CLIPPING) || \n"
1923 " (GLUP.clipping_mode==GLUP_CLIP_STANDARD) || \n"
1924 " (GLUP.clipping_mode==GLUP_CLIP_SLICE_CELLS) \n"
1925 " ) { \n"
1926 " return false; \n"
1927 " } \n"
1928 " int count = 0; \n"
1929 " for(int i=0; i<glup_primitive_nb_vertices; ++i) { \n"
1930 " count += int(clip_distance(vertex_clip_space_in(i),true) >= 0.0); \n"
1931 " } \n"
1932 " if( \n"
1933 " (GLUP.clipping_mode==GLUP_CLIP_WHOLE_CELLS) && (count == 0) \n"
1934 " ) { \n"
1935 " return true; \n"
1936 " } \n"
1937 " if( \n"
1938 " (GLUP.clipping_mode==GLUP_CLIP_STRADDLING_CELLS) && \n"
1939 " ((count==0) || (count==glup_primitive_nb_vertices)) \n"
1940 " ) { \n"
1941 " return true; \n"
1942 " } \n"
1943 " \n"
1944 " // Should not happen ??? (first test would have returned) \n"
1945 " // But if I do not say that, straddling cells \n"
1946 " // do not work ??? (WTF?) GLSL compiler bug ? \n"
1947 " if(GLUP.clipping_mode==GLUP_CLIP_SLICE_CELLS) { \n"
1948 " return true; \n"
1949 " } \n"
1950 " \n"
1951 " return false; \n"
1952 "} \n"
1953 " \n"
1954 "void emit_vertex(in int i, in vec4 mesh_tex_coord, in bool do_clip) { \n"
1955 "#ifndef GLUP_NO_GL_CLIPPING \n"
1956 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
1957 " gl_ClipDistance[0] = clip_distance(vertex_clip_space_in(i),do_clip); \n"
1958 " } \n"
1959 "#endif \n"
1960 " gl_Position = vertex_clip_space[i]; \n"
1961 " VertexOut.vertex_clip_space = gl_Position; \n"
1962 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
1963 " VertexOut.color = color_in(i); \n"
1964 " } \n"
1965 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
1966 " VertexOut.tex_coord = tex_coord_in(i); \n"
1967 " } \n"
1968 "#if GLUP_PRIMITIVE_DIMENSION==2 \n"
1969 " if( \n"
1970 " glupIsEnabled(GLUP_LIGHTING) && \n"
1971 " glupIsEnabled(GLUP_VERTEX_NORMALS)) { \n"
1972 " VertexOut.normal = normal_in(i); \n"
1973 " } \n"
1974 "#endif \n"
1975 " if(glupIsEnabled(GLUP_DRAW_MESH)) { \n"
1976 " VertexOut.mesh_tex_coord = mesh_tex_coord; \n"
1977 " } \n"
1978 " EmitVertex(); \n"
1979 "} \n"
1980 " \n"
1981 "void draw_triangle(in int i1, in int i2, in int i3, in bool do_clip) { \n"
1982 " emit_vertex(i1, vec4(1.0, 0.0, 0.0, 0.0), do_clip); \n"
1983 " emit_vertex(i2, vec4(0.0, 1.0, 0.0, 0.0), do_clip); \n"
1984 " emit_vertex(i3, vec4(0.0, 0.0, 1.0, 0.0), do_clip); \n"
1985 " EndPrimitive(); \n"
1986 "} \n"
1987 " \n"
1988 "void draw_quad(in int i1, in int i2, in int i3, in int i4, in bool do_clip) { \n"
1989 " emit_vertex(i1, vec4(0.0, 1.0, 0.0, 1.0), do_clip); \n"
1990 " emit_vertex(i2, vec4(1.0, 0.0, 0.0, 1.0), do_clip); \n"
1991 " emit_vertex(i3, vec4(0.0, 1.0, 1.0, 0.0), do_clip); \n"
1992 " emit_vertex(i4, vec4(1.0, 0.0, 1.0, 0.0), do_clip); \n"
1993 " EndPrimitive(); \n"
1994 "} \n"
1995 );
1996
1997 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/tess_evaluation_shader.h",
1998 "//import <GLUP/current_profile/tess_evaluation_shader_preamble.h> \n"
1999 "//import <GLUPGLSL/state.h> \n"
2000 "//import <GLUP/stdglup.h> \n"
2001 "//import <GLUP/current_profile/toggles.h> \n"
2002 "//import <GLUP/current_profile/primitive.h> \n"
2003 " \n"
2004 "layout(isolines) in; \n"
2005 " \n"
2006 "in VertexData { \n"
2007 " vec4 color; \n"
2008 " vec4 tex_coord; \n"
2009 "} VertexIn[]; \n"
2010 " \n"
2011 "out GTVertexData { \n"
2012 " vec4 vertex_clip_space[glup_nb_vertices_per_GL_v]; \n"
2013 " vec4 color[glup_nb_vertices_per_GL_v]; \n"
2014 " vec4 tex_coord[glup_nb_vertices_per_GL_v]; \n"
2015 "#ifndef GLUP_TESS_MULTI_VERTEX \n"
2016 " bool discard_me; \n"
2017 "#endif \n"
2018 "} VertexOut; \n"
2019 " \n"
2020 "#ifdef GLUP_TESS_MULTI_VERTEX \n"
2021 " \n"
2022 "void main() { \n"
2023 " int i0 = int(gl_TessCoord.x + 0.5); \n"
2024 " for(int i1=0; i1<glup_nb_vertices_per_GL_v; ++i1) { \n"
2025 " int i = i0*glup_nb_vertices_per_GL_v + i1; \n"
2026 " VertexOut.vertex_clip_space[i1] = gl_in[i].gl_Position; \n"
2027 " } \n"
2028 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
2029 " for(int i1=0; i1<glup_nb_vertices_per_GL_v; ++i1) { \n"
2030 " int i = i0*glup_nb_vertices_per_GL_v + i1; \n"
2031 " VertexOut.color[i1] = VertexIn[i].color; \n"
2032 " } \n"
2033 " } \n"
2034 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
2035 " for(int i1=0; i1<glup_nb_vertices_per_GL_v; ++i1) { \n"
2036 " int i = i0*glup_nb_vertices_per_GL_v + i1; \n"
2037 " VertexOut.tex_coord[i1] = VertexIn[i].tex_coord; \n"
2038 " } \n"
2039 " } \n"
2040 "} \n"
2041 "#else \n"
2042 " \n"
2043 "void main() { \n"
2044 " VertexOut.discard_me = (gl_TessCoord.x > 0.5); \n"
2045 " if(VertexOut.discard_me) { \n"
2046 " return; \n"
2047 " } \n"
2048 " for(int i=0; i<glup_primitive_nb_vertices; ++i) { \n"
2049 " VertexOut.vertex_clip_space[i] = gl_in[i].gl_Position; \n"
2050 " } \n"
2051 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
2052 " for(int i=0; i<glup_primitive_nb_vertices; ++i) { \n"
2053 " VertexOut.color[i] = VertexIn[i].color; \n"
2054 " } \n"
2055 " } \n"
2056 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
2057 " for(int i=0; i<glup_primitive_nb_vertices; ++i) { \n"
2058 " VertexOut.tex_coord[i] = VertexIn[i].tex_coord; \n"
2059 " } \n"
2060 " } \n"
2061 "} \n"
2062 " \n"
2063 "#endif \n"
2064 );
2065
2066 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/marching_cells.h",
2067 "//import <GLUP/current_profile/marching_cells.h> \n"
2068 " \n"
2069 "int compute_config() { \n"
2070 " int result = 0; \n"
2071 " for(int v=0; v<cell_nb_vertices; ++v) { \n"
2072 " if(dot(vertex_clip_space_in(v),GLUP.clip_clip_plane) > 0.0) { \n"
2073 " result = result | (1 << v); \n"
2074 " } \n"
2075 " } \n"
2076 " return result; \n"
2077 "} \n"
2078 " \n"
2079 "void emit_isect_vertex(in int i, in vec4 mesh_tex_coord) { \n"
2080 "#ifndef GLUP_NO_GL_CLIPPING \n"
2081 " gl_ClipDistance[0] = 1.0; \n"
2082 "#endif \n"
2083 " gl_Position = isect_point_clip_space[i]; \n"
2084 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
2085 " VertexOut.color = isect_color[i]; \n"
2086 " } \n"
2087 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
2088 " VertexOut.tex_coord = isect_tex_coord[i]; \n"
2089 " } \n"
2090 " if(glupIsEnabled(GLUP_DRAW_MESH)) { \n"
2091 " VertexOut.mesh_tex_coord = mesh_tex_coord; \n"
2092 " } \n"
2093 " if(glupIsEnabled(GLUP_LIGHTING)) { \n"
2094 " VertexOut.vertex_clip_space = gl_Position; \n"
2095 " } \n"
2096 " EmitVertex(); \n"
2097 "} \n"
2098 " \n"
2099 "void isect_triangle( \n"
2100 " in int i, in vec4 mtexi, \n"
2101 " in int j, in vec4 mtexj, \n"
2102 " in int k, in vec4 mtexk \n"
2103 ") { \n"
2104 " emit_isect_vertex(i,mtexi); \n"
2105 " emit_isect_vertex(j,mtexj); \n"
2106 " emit_isect_vertex(k,mtexk); \n"
2107 "} \n"
2108 " \n"
2109 "void draw_marching_cell() { \n"
2110 " int config = compute_config(); \n"
2111 " \n"
2112 " \n"
2113 " if(config_size(config) == 0) { \n"
2114 " return; \n"
2115 " } \n"
2116 " \n"
2117 " compute_intersections(); \n"
2118 " int size = config_size(config); \n"
2119 " \n"
2120 " // Using instead if(glupIsEnabled(GLUP_DRAW_MESH)) crashes on NVidia driver \n"
2121 " // so I directly test the state variable (a little bit less efficient, but \n"
2122 " // does not crash) -> probably an NVidia GLSL compiler bug (crashes in \n"
2123 " // memcpy when calling glLinkProgram()). \n"
2124 " if(GLUP.draw_mesh_enabled) { \n"
2125 " // Single triangle: mesh tex coords are standard tri mesh tex coord. \n"
2126 " if(size == 3) { \n"
2127 " isect_triangle( \n"
2128 " config_edge(config,0), vec4(1.0, 0.0, 0.0, 0.0), \n"
2129 " config_edge(config,1), vec4(0.0, 1.0, 0.0, 0.0), \n"
2130 " config_edge(config,2), vec4(0.0, 0.0, 1.0, 0.0) \n"
2131 " ); \n"
2132 " } else { \n"
2133 " // First triangle: draw mesh only on first wedge \n"
2134 " // (let's pretend it is a wedge of a quad) \n"
2135 " isect_triangle( \n"
2136 " config_edge(config,0), vec4(0.0, 1.0, 0.0, 1.0), \n"
2137 " config_edge(config,1), vec4(1.0, 0.0, 0.0, 1.0), \n"
2138 " config_edge(config,2), vec4(1.0, 0.0, 1.0, 0.0) \n"
2139 " ); \n"
2140 " // Middle triangles: draw mesh only on [i,i+1] \n"
2141 " // (let's pretend that vertex i is the quad center) \n"
2142 " for(int i=2; i+2<size; ++i) { \n"
2143 " isect_triangle( \n"
2144 " config_edge(config,0), vec4(0.5, 0.5, 0.5, 0.5), \n"
2145 " config_edge(config,i), vec4(0.0, 1.0, 0.0, 1.0), \n"
2146 " config_edge(config,i+1), vec4(1.0, 0.0, 0.0, 1.0) \n"
2147 " ); \n"
2148 " } \n"
2149 " // Last triangle: draw mesh only on last wedge \n"
2150 " // (let's pretend it is a wedge of a quad) \n"
2151 " isect_triangle( \n"
2152 " config_edge(config,0), vec4(0.0, 1.0, 0.0, 1.0), \n"
2153 " config_edge(config,size-2), vec4(1.0, 0.0, 1.0, 0.0), \n"
2154 " config_edge(config,size-1), vec4(1.0, 0.0, 0.0, 1.0) \n"
2155 " ); \n"
2156 " } \n"
2157 " } else { \n"
2158 " for(int i=1; i+1<size; ++i) { \n"
2159 " isect_triangle( \n"
2160 " config_edge(config,0), vec4(0.0, 0.0, 0.0, 0.0), \n"
2161 " config_edge(config,i), vec4(0.0, 0.0, 0.0, 0.0), \n"
2162 " config_edge(config,i+1), vec4(0.0, 0.0, 0.0, 0.0) \n"
2163 " ); \n"
2164 " } \n"
2165 " } \n"
2166 "} \n"
2167 " \n"
2168 "bool compute_clip_coords() { \n"
2169 " return ( \n"
2170 " glupIsEnabled(GLUP_CLIPPING) && \n"
2171 " GLUP.clipping_mode==GLUP_CLIP_STANDARD \n"
2172 " ); \n"
2173 "} \n"
2174 " \n"
2175 "bool draw_clipped_cell() { \n"
2176 " if(cell_is_clipped()) { \n"
2177 " return true; \n"
2178 " } \n"
2179 " gl_PrimitiveID = gl_PrimitiveIDIn; \n"
2180 " get_vertices(); \n"
2181 " if( \n"
2182 " glupIsEnabled(GLUP_CLIPPING) && \n"
2183 " GLUP.clipping_mode == GLUP_CLIP_SLICE_CELLS \n"
2184 " ) { \n"
2185 " draw_marching_cell(); \n"
2186 " return true; \n"
2187 " } \n"
2188 " return false; \n"
2189 "} \n"
2190 );
2191
2192 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/spheres_vertex_shader.h",
2193 "//import <GLUP/current_profile/vertex_shader_preamble.h> \n"
2194 "//import <GLUPGLSL/state.h> \n"
2195 "//import <GLUP/stdglup.h> \n"
2196 "//import <GLUP/current_profile/toggles.h> \n"
2197 "//import <GLUP/current_profile/primitive.h> \n"
2198 " \n"
2199 "in vec4 vertex_in; \n"
2200 "in vec4 color_in; \n"
2201 "in vec4 tex_coord_in; \n"
2202 " \n"
2203 "out VertexData { \n"
2204 " vec4 color; \n"
2205 " vec4 tex_coord; \n"
2206 " vec3 center_world_space; \n"
2207 " float radius; \n"
2208 "} VertexOut; \n"
2209 " \n"
2210 "// Reference: \n"
2211 "// http://reality.cs.ucl.ac.uk/projects/quadrics/pbg06.pdf \n"
2212 "// Ported from Dmitry / Sam code \n"
2213 " \n"
2214 "vec4 row(in mat4 M, in int i) { \n"
2215 " return vec4(M[0][i], M[1][i], M[2][i], M[3][i]); \n"
2216 "} \n"
2217 " \n"
2218 "void main(void) { \n"
2219 " \n"
2220 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
2221 " VertexOut.color = color_in; \n"
2222 " } \n"
2223 " \n"
2224 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
2225 " if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) { \n"
2226 " VertexOut.tex_coord = tex_coord_in; \n"
2227 " } else { \n"
2228 " VertexOut.tex_coord = GLUP.texture_matrix * tex_coord_in; \n"
2229 " } \n"
2230 " } \n"
2231 " \n"
2232 " float R = vertex_in.w; \n"
2233 " gl_Position = \n"
2234 " GLUP.modelviewprojection_matrix*vec4(vertex_in.xyz,1.0); \n"
2235 " \n"
2236 " // TODO: optimize: directly compute r1,r2,r4 \n"
2237 " mat4 T = mat4( \n"
2238 " 1.0, 0.0, 0.0, 0.0, \n"
2239 " 0.0, 1.0, 0.0, 0.0, \n"
2240 " 0.0, 0.0, 1.0, 0.0, \n"
2241 " vertex_in.x/R, vertex_in.y/R, vertex_in.z/R, 1.0/R \n"
2242 " ); \n"
2243 " \n"
2244 " mat4 PMT = GLUP.modelviewprojection_matrix * T; \n"
2245 " vec4 r1 = row(PMT,0); \n"
2246 " vec4 r2 = row(PMT,1); \n"
2247 " vec4 r4 = row(PMT,3); \n"
2248 " \n"
2249 " float r1Dr4T = dot(r1.xyz,r4.xyz)-r1.w*r4.w; \n"
2250 " float r1Dr1T = dot(r1.xyz,r1.xyz)-r1.w*r1.w; \n"
2251 " float r4Dr4T = dot(r4.xyz,r4.xyz)-r4.w*r4.w; \n"
2252 " float r2Dr2T = dot(r2.xyz,r2.xyz)-r2.w*r2.w; \n"
2253 " float r2Dr4T = dot(r2.xyz,r4.xyz)-r2.w*r4.w; \n"
2254 " \n"
2255 " float discriminant_x = r1Dr4T*r1Dr4T-r4Dr4T*r1Dr1T; \n"
2256 " float discriminant_y = r2Dr4T*r2Dr4T-r4Dr4T*r2Dr2T; \n"
2257 " float screen = max(GLUP.viewport[2], GLUP.viewport[3]); \n"
2258 " \n"
2259 " gl_PointSize = sqrt(max(discriminant_x,discriminant_y)) * screen/(-r4Dr4T); \n"
2260 " \n"
2261 " VertexOut.center_world_space = vertex_in.xyz; \n"
2262 " VertexOut.radius = R; \n"
2263 "} \n"
2264 );
2265
2266 GEO::GLSL::register_GLSL_include_file("GLUPGLSL/spheres_fragment_shader.h",
2267 "//import <GLUP/current_profile/fragment_shader_preamble.h> \n"
2268 "//import <GLUPGLSL/state.h> \n"
2269 "//import <GLUP/stdglup.h> \n"
2270 "//import <GLUP/current_profile/toggles.h> \n"
2271 "//import <GLUP/current_profile/primitive.h> \n"
2272 "//import <GLUP/fragment_shader_utils.h> \n"
2273 "//import <GLUP/fragment_ray_tracing.h> \n"
2274 " \n"
2275 "in VertexData { \n"
2276 " vec4 color; \n"
2277 " vec4 tex_coord; \n"
2278 " vec3 center_world_space; \n"
2279 " float radius; \n"
2280 "} FragmentIn; \n"
2281 " \n"
2282 "void main(void) { \n"
2283 " \n"
2284 " vec3 C = FragmentIn.center_world_space; \n"
2285 " float r = FragmentIn.radius; \n"
2286 " \n"
2287 " if(glupIsEnabled(GLUP_CLIPPING)) { \n"
2288 " if( \n"
2289 " glup_primitive == GLUP_POINTS || \n"
2290 " GLUP.clipping_mode == GLUP_CLIP_WHOLE_CELLS \n"
2291 " ) { \n"
2292 " if(dot(vec4(C,1.0),GLUP.world_clip_plane) < 0.0) { \n"
2293 " discard; \n"
2294 " } \n"
2295 " } else if(GLUP.clipping_mode == GLUP_CLIP_STRADDLING_CELLS) { \n"
2296 " float dist = \n"
2297 " abs(dot(vec4(C,1.0),GLUP.world_clip_plane)) / \n"
2298 " length(GLUP.world_clip_plane.xyz) ; \n"
2299 " if(dist > r) { \n"
2300 " discard; \n"
2301 " } \n"
2302 " } \n"
2303 " } \n"
2304 " \n"
2305 " Ray R = glup_primary_ray(); \n"
2306 " vec3 M,N; \n"
2307 " \n"
2308 " if( \n"
2309 " glup_primitive != GLUP_POINTS && \n"
2310 " glupIsEnabled(GLUP_CLIPPING) && \n"
2311 " GLUP.clipping_mode == GLUP_CLIP_SLICE_CELLS \n"
2312 " ) { \n"
2313 " N = GLUP.world_clip_plane.xyz; \n"
2314 " float w = GLUP.world_clip_plane.w; \n"
2315 " float t = -(w + dot(N,R.O)) / dot(N,R.V); \n"
2316 " M = R.O + t*R.V; \n"
2317 " if(dot(M-C,M-C) > r*r) { \n"
2318 " discard; \n"
2319 " } \n"
2320 " } else { \n"
2321 " // High-precision ray-sphere intersection \n"
2322 " // See Ray Tracing Gems, Chapter 7, \n"
2323 " // Precision Improvements for Ray-Sphere Intersection, \n"
2324 " // E. Haines, J. Gunther, T. Akenine-Moller \n"
2325 " vec3 D = R.O-C; \n"
2326 " float a = dot(R.V,R.V); \n"
2327 " float b_prime = -dot(D,R.V); \n"
2328 " vec3 H = D + (b_prime/a) * R.V; \n"
2329 " float delta = r*r - dot(H,H); \n"
2330 " if(delta < 0.0) { \n"
2331 " discard; \n"
2332 " } \n"
2333 " // Original article: q = b_prime + sign(b_prime)*sqrt(a*delta) \n"
2334 " // Don't know why they do that, here we know we want t1 \n"
2335 " float q = b_prime - sqrt(a*delta); \n"
2336 " float t = q/a; \n"
2337 " \n"
2338 " /* \n"
2339 " // Equivalent lower-precision version: \n"
2340 " float a = dot(R.V,R.V); \n"
2341 " float b = 2.0*dot(R.V,D); \n"
2342 " float c = dot(D,D)-r*r; \n"
2343 " float delta = b*b-4.0*a*c; \n"
2344 " if(delta < 0.0) { \n"
2345 " discard; \n"
2346 " } \n"
2347 " float t = (-b-sqrt(delta))/(2.0*a); \n"
2348 " */ \n"
2349 " \n"
2350 " M = R.O + t*R.V; \n"
2351 " N = M-C; \n"
2352 " } \n"
2353 " \n"
2354 " if( \n"
2355 " glup_primitive != GLUP_POINTS && \n"
2356 " glupIsEnabled(GLUP_CLIPPING) && \n"
2357 " GLUP.clipping_mode == GLUP_CLIP_STANDARD \n"
2358 " ) { \n"
2359 " if(dot(vec4(M,1.0),GLUP.world_clip_plane) < 0.0) { \n"
2360 " discard; \n"
2361 " } \n"
2362 " } \n"
2363 " \n"
2364 " glup_update_depth(M); \n"
2365 " \n"
2366 " if(glupIsEnabled(GLUP_PRIMITIVE_FILTERING)) { \n"
2367 " glup_primitive_filter(gl_PrimitiveID); \n"
2368 " } \n"
2369 " \n"
2370 " if(glupIsEnabled(GLUP_PICKING)) { \n"
2371 " glup_FragColor = glup_picking(gl_PrimitiveID); \n"
2372 " return; \n"
2373 " } \n"
2374 " \n"
2375 " vec4 result; \n"
2376 " if(glupIsEnabled(GLUP_VERTEX_COLORS)) { \n"
2377 " result = FragmentIn.color; \n"
2378 " } else { \n"
2379 " result = GLUP.front_color; \n"
2380 " } \n"
2381 " if(glupIsEnabled(GLUP_TEXTURING)) { \n"
2382 " result = glup_texturing(result, FragmentIn.tex_coord); \n"
2383 " } \n"
2384 " if(glupIsEnabled(GLUP_LIGHTING)) { \n"
2385 " N = normalize(GLUP.normal_matrix*N); \n"
2386 " if( \n"
2387 " glup_primitive != GLUP_POINTS && \n"
2388 " glupIsEnabled(GLUP_CLIPPING) && \n"
2389 " GLUP.clipping_mode == GLUP_CLIP_SLICE_CELLS && \n"
2390 " N.z < 0.0 \n"
2391 " ) { \n"
2392 " N = -N; \n"
2393 " } \n"
2394 " result = glup_lighting(result, N); \n"
2395 " } \n"
2396 " glup_FragColor = result; \n"
2397 " glup_alpha_discard(); \n"
2398 "} \n"
2399 );
2400
2401 }
2402 void register_embedded_shaders_fullscreen() {
2403 GEO::GLSL::register_GLSL_include_file("fullscreen/ambient_occlusion_fragment_shader.h",
2404 "//import <fullscreen/current_profile/fragment_shader_preamble.h> \n"
2405 "//import <GLUP/defs.h> \n"
2406 " \n"
2407 "glup_in vec2 tex_coord; \n"
2408 " \n"
2409 "// Max radius to be used around pixel to estimate occlusion \n"
2410 "uniform float max_radius; \n"
2411 " \n"
2412 "// Multiplicative factor between two consecutive steps. \n"
2413 "uniform float step_mul; \n"
2414 " \n"
2415 "uniform sampler2D depth_texture; \n"
2416 "uniform sampler2D random_texture; \n"
2417 " \n"
2418 "const float PI = 3.14159265; \n"
2419 " \n"
2420 "uniform mat4 mat_proj_inv; \n"
2421 "uniform float shadows_gamma; \n"
2422 "uniform float shadows_intensity; \n"
2423 "uniform float depth_cueing; \n"
2424 "uniform float nb_directions; \n"
2425 " \n"
2426 "#ifdef GL_ES \n"
2427 " \n"
2428 "uniform vec2 depth_tex_size; \n"
2429 "uniform vec2 random_tex_size; \n"
2430 " \n"
2431 "#define width float(depth_tex_size.x) \n"
2432 "#define height float(depth_tex_size.y) \n"
2433 " \n"
2434 "#define r_width float(random_tex_size.x) \n"
2435 "#define r_height float(random_tex_size.y) \n"
2436 " \n"
2437 "#else \n"
2438 " \n"
2439 "// Size of depth buffer \n"
2440 "float width = float(textureSize(depth_texture,0).x); \n"
2441 "float height = float(textureSize(depth_texture,0).y); \n"
2442 " \n"
2443 "// Size of random pattern \n"
2444 "float r_width = float(textureSize(random_texture,0).x); \n"
2445 "float r_height = float(textureSize(random_texture,0).y); \n"
2446 " \n"
2447 "#endif \n"
2448 " \n"
2449 "//------------------------------------------------- \n"
2450 "// Map 2D coordinate into world space. \n"
2451 "//------------------------------------------------- \n"
2452 " \n"
2453 "vec3 get_obj_coords(in vec2 where, in sampler2D texture) { \n"
2454 " vec4 p = vec4(where, glup_texture(texture, where).x, 1.); \n"
2455 " // Map [0,1] to [-1,1] \n"
2456 " p.xyz = p.xyz * 2. - 1.; \n"
2457 " p = mat_proj_inv * p; \n"
2458 " if (p.w != 0.) { \n"
2459 " p.xyz /= p.w; \n"
2460 " } \n"
2461 " return vec3(p); \n"
2462 "} \n"
2463 " \n"
2464 "//------------------------------------------------- \n"
2465 "// Computes depth coordinate in world space. \n"
2466 "//------------------------------------------------- \n"
2467 " \n"
2468 "float get_obj_z(in vec2 where, in sampler2D texture) { \n"
2469 " float depth = glup_texture(texture, where).x; \n"
2470 " // For background points, return infinite value. \n"
2471 " if (depth >= 1.) { \n"
2472 " return -10000.; \n"
2473 " } \n"
2474 " // Map from range 0 to 1 to range -1 to 1 \n"
2475 " depth = depth * 2. - 1.; \n"
2476 " float z = (depth * mat_proj_inv[2][2] + mat_proj_inv[3][2]) / \n"
2477 " (depth * mat_proj_inv[2][3] + mat_proj_inv[3][3]); \n"
2478 " return z; \n"
2479 "} \n"
2480 " \n"
2481 "//------------------------------------------------- \n"
2482 "// Tests whether a point falls outside a texture \n"
2483 "//------------------------------------------------- \n"
2484 " \n"
2485 "bool outside(in vec2 point) { \n"
2486 " return ( \n"
2487 " point.x > 1. || point.x < 0.|| \n"
2488 " point.y > 1. || point.y < 0. \n"
2489 " ); \n"
2490 "} \n"
2491 " \n"
2492 "//------------------------------------------------- \n"
2493 "// Horizon point \n"
2494 "//------------------------------------------------- \n"
2495 " \n"
2496 "vec2 horizon_point(in vec2 from, in vec2 dir) { \n"
2497 " vec2 result; \n"
2498 " float horizon_delta = -100000.0; \n"
2499 " float from_z = get_obj_z(from, depth_texture); \n"
2500 " float step = (1.0 / width); \n"
2501 " float r = 2.0 * step; \n"
2502 " vec2 cur_point = from + r * dir; \n"
2503 " \n"
2504 "#ifdef GL_ES \n"
2505 " for(int i=0; i<100; ++i) { \n"
2506 " if(!outside(cur_point)) { \n"
2507 "#else \n"
2508 " while (!outside(cur_point)) { \n"
2509 "#endif \n"
2510 " float z; \n"
2511 " z = get_obj_z(cur_point, depth_texture); \n"
2512 " \n"
2513 " float delta_z = (z - from_z) / r; \n"
2514 " if( delta_z > horizon_delta) { \n"
2515 " horizon_delta = delta_z; \n"
2516 " result = cur_point; \n"
2517 " } \n"
2518 " if(r > max_radius) { \n"
2519 " break; \n"
2520 " } \n"
2521 " r += step; \n"
2522 " step *= step_mul; \n"
2523 " cur_point = from + r * dir; \n"
2524 " } \n"
2525 " \n"
2526 "#ifdef GL_ES \n"
2527 " } \n"
2528 "#endif \n"
2529 " \n"
2530 " return result; \n"
2531 " } \n"
2532 " \n"
2533 "//----------------------------------------------------------------------------- \n"
2534 "// Computes the angle between the horizon and the specified vector \n"
2535 "// in the specified direction. \n"
2536 "// The vector needs to be normalized \n"
2537 "//----------------------------------------------------------------------------- \n"
2538 " \n"
2539 " float horizon_angle(in vec2 from, in vec3 from3D, in vec2 dir, in vec3 normal) { \n"
2540 " vec3 horizon = \n"
2541 " get_obj_coords(horizon_point(from, dir), depth_texture) - from3D; \n"
2542 " return acos ( dot(normal, horizon) / length(horizon) ); \n"
2543 " } \n"
2544 " \n"
2545 "//------------------------------------------------------------------------------ \n"
2546 "// Generates an image-space noise. \n"
2547 "//------------------------------------------------------------------------------ \n"
2548 " \n"
2549 " float my_noise() { \n"
2550 " float x = tex_coord.x * width / r_width; \n"
2551 " float y = tex_coord.y * height / r_height; \n"
2552 " return glup_texture(random_texture, vec2(x,y)).x; \n"
2553 " } \n"
2554 " \n"
2555 " float ambient_occlusion(in vec2 from) { \n"
2556 " float angle_step = 2.0 * PI / (nb_directions); \n"
2557 " float cur_angle = my_noise() * 2. * PI ; \n"
2558 " float occlusion_factor = 0.0; \n"
2559 " vec3 from3D = get_obj_coords(from, depth_texture); \n"
2560 "#ifdef GL_ES \n"
2561 " for (int i=0; i < 7; i++) { \n"
2562 "#else \n"
2563 " for (int i=0; i < nb_directions; i++) { \n"
2564 "#endif \n"
2565 " vec2 dir = vec2(cos(cur_angle), sin(cur_angle)); \n"
2566 " float h_angle = horizon_angle(from, from3D, dir, vec3(0., 0., 1.)); \n"
2567 " cur_angle += angle_step; \n"
2568 " occlusion_factor += h_angle; \n"
2569 " } \n"
2570 " return occlusion_factor / (float(nb_directions) * (PI / 2.0)); \n"
2571 " } \n"
2572 " \n"
2573 " float compute_depth_cueing(vec2 uv) { \n"
2574 " if(depth_cueing == 0.0) { \n"
2575 " return 0.0; \n"
2576 " } \n"
2577 " float depth = glup_texture(depth_texture,tex_coord).x; \n"
2578 " return depth < 1.0 ? depth_cueing * depth : 0.0; \n"
2579 " } \n"
2580 " \n"
2581 " void main() { \n"
2582 " float g = 1.0; \n"
2583 " if(glup_texture(depth_texture, tex_coord).x < 1.0) { \n"
2584 " g = ambient_occlusion(tex_coord); \n"
2585 " g = shadows_intensity * \n"
2586 " pow(g, shadows_gamma) - compute_depth_cueing(tex_coord); \n"
2587 " } \n"
2588 " glup_FragColor.rgb = vec3(0.0,0.0,0.0); \n"
2589 " glup_FragColor.a = 1.0 - g; \n"
2590 " } \n"
2591 );
2592
2593 GEO::GLSL::register_GLSL_include_file("fullscreen/blur_fragment_shader.h",
2594 "//import <fullscreen/current_profile/fragment_shader_preamble.h> \n"
2595 "//import <GLUP/stdglup.h> \n"
2596 " \n"
2597 "glup_in vec2 tex_coord; \n"
2598 " \n"
2599 "uniform sampler2D source_tex; \n"
2600 " \n"
2601 "uniform float blur_width; \n"
2602 "uniform bool vertical; \n"
2603 " \n"
2604 "const float PI = 3.14159265; \n"
2605 " \n"
2606 "#ifdef GL_ES \n"
2607 "uniform vec2 source_tex_size; \n"
2608 "#define width float(source_tex_size.x); \n"
2609 "#define height float(source_tex_size.y); \n"
2610 "#else \n"
2611 "float width = float(textureSize(source_tex,0).x); \n"
2612 "float height = float(textureSize(source_tex,0).y); \n"
2613 "#endif \n"
2614 " \n"
2615 "// 1D Gaussian distribution, s is standard deviation \n"
2616 "float gaussian(in float x, in float s) { \n"
2617 " return exp(-x * x / (2.0 * s * s)) / (s * sqrt(2.0 * PI)); \n"
2618 "} \n"
2619 " \n"
2620 "void compute_blur() { \n"
2621 " int n = int(floor(3.0 * blur_width) - 1.0); \n"
2622 " float sum = 0.0; \n"
2623 " \n"
2624 "#ifdef GL_ES \n"
2625 " for(int i = -5; i <= 5; i++) { \n"
2626 "#else \n"
2627 " for(int i = -n; i <= n; i++) { \n"
2628 "#endif \n"
2629 " float weight = gaussian(float(i), blur_width); \n"
2630 " sum += weight; \n"
2631 " } \n"
2632 " \n"
2633 " vec2 cur_pix_coords; \n"
2634 " vec4 cur_pix_tex; \n"
2635 " vec4 final_pix_tex = vec4(0.0); \n"
2636 " \n"
2637 "#ifdef GL_ES \n"
2638 " for(int i = -5; i <= 5; i++) { \n"
2639 "#else \n"
2640 " for(int i = -n; i <= n; i++) { \n"
2641 "#endif \n"
2642 " float x_offset, y_offset; \n"
2643 " if (vertical) { \n"
2644 " x_offset = 0.0; \n"
2645 " y_offset = float(i); \n"
2646 " } else { \n"
2647 " x_offset = float(i); \n"
2648 " y_offset = 0.0; \n"
2649 " } \n"
2650 " \n"
2651 " x_offset = x_offset / width; \n"
2652 " y_offset = y_offset / height; \n"
2653 " \n"
2654 " float weight = gaussian(float(i), blur_width) / sum; \n"
2655 " cur_pix_coords = vec2(x_offset, y_offset) + tex_coord; \n"
2656 " cur_pix_tex = glup_texture(source_tex, cur_pix_coords); \n"
2657 " final_pix_tex += cur_pix_tex * weight; \n"
2658 " } \n"
2659 " glup_FragColor.rgb = final_pix_tex.rgb; \n"
2660 " } \n"
2661 " \n"
2662 " void main() { \n"
2663 " compute_blur(); \n"
2664 " } \n"
2665 );
2666
2667 GEO::GLSL::register_GLSL_include_file("fullscreen/depth_dependent_blur_fragment_shader.h",
2668 "//import <fullscreen/current_profile/fragment_shader_preamble.h> \n"
2669 "//import <GLUP/defs.h> \n"
2670 " \n"
2671 "glup_in vec2 tex_coord; \n"
2672 " \n"
2673 "uniform sampler2D source_tex; \n"
2674 "uniform sampler2D depth_tex; \n"
2675 " \n"
2676 "uniform float blur_width; \n"
2677 "uniform bool vertical; \n"
2678 " \n"
2679 "const float PI = 3.14159265; \n"
2680 "const float threshold = 0.005; \n"
2681 " \n"
2682 "#ifdef GL_ES \n"
2683 "uniform vec2 source_tex_size; \n"
2684 "#define width float(source_tex_size.x); \n"
2685 "#define height float(source_tex_size.y); \n"
2686 "#else \n"
2687 "float width = float(textureSize(source_tex,0).x); \n"
2688 "float height = float(textureSize(source_tex,0).y); \n"
2689 "#endif \n"
2690 " \n"
2691 "// 1D Gaussian distribution, s is standard deviation \n"
2692 "float gaussian(in float x, in float s) { \n"
2693 " return exp(-x * x / (2.0 * s * s)) / (s * sqrt(2.0 * PI)); \n"
2694 "} \n"
2695 " \n"
2696 "float get_z_coeff(in vec2 pos) { \n"
2697 " float zCoef = glup_texture(depth_tex, pos).r; \n"
2698 " zCoef = 3.0 * (zCoef - 0.1) ; \n"
2699 " return zCoef; \n"
2700 "} \n"
2701 " \n"
2702 "float get_z_dist(in vec2 center_pos, in vec2 other_pos) { \n"
2703 " return abs(get_z_coeff(center_pos) - get_z_coeff(other_pos)); \n"
2704 "} \n"
2705 " \n"
2706 "void compute_blur() { \n"
2707 " int n = int(floor(3.0 * blur_width) - 1.0); \n"
2708 " float sum = 0.0; \n"
2709 " int i; \n"
2710 " \n"
2711 " vec2 cur_pix_coords; \n"
2712 " vec4 cur_pix_tex; \n"
2713 " vec4 final_pix_tex = vec4(0.0); \n"
2714 " \n"
2715 " // Calculate the sum of weights for the blur \n"
2716 "#ifdef GL_ES \n"
2717 " for(int i = -5; i <= 5; i++) { \n"
2718 "#else \n"
2719 " for(int i = -n; i <= n; i++) { \n"
2720 "#endif \n"
2721 " float x_offset, y_offset; \n"
2722 " if (vertical) { \n"
2723 " x_offset = 0.0; \n"
2724 " y_offset = float(i); \n"
2725 " } else { \n"
2726 " x_offset = float(i); \n"
2727 " y_offset = 0.0; \n"
2728 " } \n"
2729 " \n"
2730 " x_offset = x_offset / width; \n"
2731 " y_offset = y_offset / height; \n"
2732 " \n"
2733 " cur_pix_coords = vec2(x_offset, y_offset) + tex_coord; \n"
2734 " \n"
2735 " if(get_z_dist(tex_coord, cur_pix_coords) <= threshold) { \n"
2736 " float weight = gaussian(float(i), blur_width); \n"
2737 " sum += weight; \n"
2738 " } \n"
2739 " } \n"
2740 " \n"
2741 " // Calculate the blurred color \n"
2742 "#ifdef GL_ES \n"
2743 " for(int i = -5; i <= 5; i++) { \n"
2744 "#else \n"
2745 " for(int i = -n; i <= n; i++) { \n"
2746 "#endif \n"
2747 " float x_offset, y_offset; \n"
2748 " if (vertical) { \n"
2749 " x_offset = 0.0; \n"
2750 " y_offset = float(i); \n"
2751 " } else { \n"
2752 " x_offset = float(i); \n"
2753 " y_offset = 0.0; \n"
2754 " } \n"
2755 " \n"
2756 " x_offset = x_offset / width; \n"
2757 " y_offset = y_offset / height; \n"
2758 " \n"
2759 " cur_pix_coords = vec2(x_offset, y_offset) + tex_coord; \n"
2760 " \n"
2761 " if(get_z_dist(tex_coord, cur_pix_coords) <= threshold) { \n"
2762 " cur_pix_tex = glup_texture(source_tex, cur_pix_coords); \n"
2763 " float weight = gaussian(float(i), blur_width) / sum; \n"
2764 " final_pix_tex += cur_pix_tex * weight; \n"
2765 " } \n"
2766 " } \n"
2767 " glup_FragColor.rgb = final_pix_tex.rgb; \n"
2768 " } \n"
2769 " \n"
2770 " void main() { \n"
2771 " compute_blur(); \n"
2772 " } \n"
2773 );
2774
2775 GEO::GLSL::register_GLSL_include_file("fullscreen/unsharp_masking_fragment_shader.h",
2776 "//import <fullscreen/current_profile/fragment_shader_preamble.h> \n"
2777 "//import <GLUP/defs.h> \n"
2778 " \n"
2779 "glup_in vec2 tex_coord; \n"
2780 " \n"
2781 "uniform sampler2D blur_texture; \n"
2782 "uniform sampler2D depth_texture; \n"
2783 " \n"
2784 "uniform bool do_positive_shadows; // = false; \n"
2785 "uniform float shadows_gamma ; // = 0.8; \n"
2786 "uniform float shadows_intensity ; // = 1.0; \n"
2787 "uniform bool shadows_halo ; // = false; \n"
2788 " \n"
2789 "float equalize_shadow(float x) { \n"
2790 " return pow(x, shadows_gamma); \n"
2791 "} \n"
2792 " \n"
2793 "float unsharp_masking(vec2 uv) { \n"
2794 " float orig_depth = glup_texture(depth_texture,uv).x; \n"
2795 " if(!shadows_halo && orig_depth == 1.0) { orig_depth = 0.5; } \n"
2796 " float smoothed_depth = glup_texture(blur_texture,uv).x; \n"
2797 " float result = smoothed_depth-orig_depth; \n"
2798 " if(result < 0.0) { \n"
2799 " result = -equalize_shadow(-result); \n"
2800 " } else { \n"
2801 " if(do_positive_shadows) { \n"
2802 " result = equalize_shadow(result); \n"
2803 " } else { \n"
2804 " result = 0.0; \n"
2805 " } \n"
2806 " } \n"
2807 " return -100.0 * shadows_intensity * result; \n"
2808 "} \n"
2809 " \n"
2810 "void compute_unsharp_masking() { \n"
2811 " float shadow = unsharp_masking(tex_coord); \n"
2812 " if(!do_positive_shadows || shadow > 0.0) { \n"
2813 " glup_FragColor.rgb = vec3(0.0, 0.0, 0.0) ; \n"
2814 " glup_FragColor.a = shadow; \n"
2815 " } else { \n"
2816 " glup_FragColor.rgb = vec3(1.0, 1.0, 1.0) ; \n"
2817 " glup_FragColor.a = -shadow; \n"
2818 " } \n"
2819 "} \n"
2820 " \n"
2821 "void main() { \n"
2822 " compute_unsharp_masking(); \n"
2823 "} \n"
2824 );
2825
2826 GEO::GLSL::register_GLSL_include_file("fullscreen/vertex_shader.h",
2827 "//import <fullscreen/current_profile/vertex_shader_preamble.h> \n"
2828 "//import <GLUP/stdglup.h> \n"
2829 " \n"
2830 "glup_in vec2 vertex_in; \n"
2831 "glup_in vec2 tex_coord_in; \n"
2832 "glup_out vec2 tex_coord; \n"
2833 " \n"
2834 "void main() { \n"
2835 " tex_coord = tex_coord_in; \n"
2836 " gl_Position = vec4(vertex_in, 0.0, 1.0); \n"
2837 "} \n"
2838 );
2839
2840 }
2841 }
2842