2017-02-26 21:07:37 +01:00
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/* Solid Wirefram implementation
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* Mike Erwin, Clément Foucault */
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/* This shader follows the principles of
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* http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
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flat in vec3 edgesCrease;
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flat in vec3 edgesBweight;
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flat in ivec3 flag;
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flat in vec4 faceColor;
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flat in int clipCase;
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// #ifdef VERTEX_SELECTION
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smooth in vec3 vertexColor;
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// #endif
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/* We use a vec4[2] interface to pass edge data
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* (without fragmenting memory accesses)
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*
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* There is 2 cases :
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*
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* - Simple case : geometry shader return edge distances
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* in the first 2 components of the first vec4.
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* This needs noperspective interpolation.
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* The rest is filled with vertex screen positions.
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2017-02-27 17:40:50 +01:00
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* eData1.zw actually contain v2
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* eData2.xy actually contain v1
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* eData2.zw actually contain v0
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2017-02-26 21:07:37 +01:00
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*
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* - Hard case : two 2d edge corner are described by each
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* vec4 as origin and direction. This is constant over
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* the triangle and use to detect the correct case. */
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noperspective in vec4 eData1;
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flat in vec4 eData2;
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out vec4 FragColor;
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#define EDGE_EXISTS (1 << 0)
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#define EDGE_ACTIVE (1 << 1)
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#define EDGE_SELECTED (1 << 2)
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#define EDGE_SEAM (1 << 3)
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#define EDGE_SHARP (1 << 4)
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/* Vertex flag is shifted and combined with the edge flag */
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#define VERTEX_ACTIVE (1 << (0 + 8))
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#define VERTEX_SELECTED (1 << (1 + 8))
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/* Style Parameters in pixel */
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const float transitionWidth = 1.0;
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/* Width : minimum central size
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* Outline : additional info */
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const float edgeWidth = 0.2;
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const float edgeOutlineWidth = 1.5;
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const float vertexWidth = 2.0;
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const float vertexOutline = 2.0;
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/* Array to retreive vert/edge indices */
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const ivec3 clipEdgeIdx[6] = ivec3[6](
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ivec3(1, 0, 2),
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ivec3(2, 0, 1),
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ivec3(2, 1, 0),
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ivec3(2, 1, 0),
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ivec3(2, 0, 1),
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ivec3(1, 0, 2)
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);
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const ivec3 clipPointIdx[6] = ivec3[6](
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ivec3(0, 1, 2),
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ivec3(0, 2, 1),
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ivec3(0, 2, 1),
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ivec3(1, 2, 0),
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ivec3(1, 2, 0),
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ivec3(2, 1, 0)
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);
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float getEdgeSize(int v)
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{
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float size = 0.0;
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size += ((flag[v] & EDGE_EXISTS) != 0) ? edgeWidth : 0;
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size += ((flag[v] & EDGE_SEAM) != 0) ? edgeOutlineWidth : 0;
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size += ((flag[v] & EDGE_SHARP) != 0) ? edgeOutlineWidth : 0;
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size += (edgesCrease[v] > 0.0) ? edgeOutlineWidth : 0;
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size += (edgesBweight[v] > 0.0) ? edgeOutlineWidth : 0;
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return size;
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}
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float getVertexSize(int v)
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{
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float size = vertexWidth;
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size += ((flag[v] & VERTEX_ACTIVE) != 0) ? vertexOutline : 0;
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return size;
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}
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void colorDist(vec4 color, float width, inout float dist)
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{
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2017-03-01 14:08:58 +01:00
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FragColor = (dist - transitionWidth < 0) ? color : FragColor;
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2017-02-26 21:07:37 +01:00
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dist += width;
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}
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float distToEdge(vec2 o, vec2 dir)
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{
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vec2 af = gl_FragCoord.xy - o;
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float daf = dot(dir, af);
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return sqrt(abs(dot(af, af) - daf * daf));
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}
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void main()
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{
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vec3 e, p;
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/* Step 1 : Computing Distances */
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if (clipCase == 0) {
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e.xy = eData1.xy;
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/* computing missing distance */
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2017-02-27 17:40:50 +01:00
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vec2 dir = normalize(eData2.zw - eData2.xy);
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e.z = distToEdge(eData2.zw, dir);
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2017-02-26 21:07:37 +01:00
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2017-02-27 17:40:50 +01:00
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p.x = distance(eData2.zw, gl_FragCoord.xy);
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2017-02-26 21:07:37 +01:00
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p.y = distance(eData2.xy, gl_FragCoord.xy);
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2017-02-27 17:40:50 +01:00
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p.z = distance(eData1.zw, gl_FragCoord.xy);
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2017-02-26 21:07:37 +01:00
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}
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else {
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ivec3 eidxs = clipEdgeIdx[clipCase - 1];
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ivec3 pidxs = clipPointIdx[clipCase - 1];
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e[eidxs.x] = distToEdge(eData1.xy, eData1.zw);
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e[eidxs.y] = distToEdge(eData2.xy, eData2.zw);
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/* Three edges visible cases */
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if (clipCase == 1 || clipCase == 2 || clipCase == 4) {
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e[eidxs.z] = distToEdge(eData1.xy, normalize(eData2.xy - eData1.xy));
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p[pidxs.y] = distance(eData2.xy, gl_FragCoord.xy);
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}
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else {
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e[eidxs.z] = 1e10; /* off screen */
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p[pidxs.y] = 1e10; /* off screen */
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}
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p[pidxs.x] = distance(eData1.xy, gl_FragCoord.xy);
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p[pidxs.z] = 1e10; /* off screen */
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}
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/* Step 2 : coloring (order dependant) */
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/* First */
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FragColor = faceColor;
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/* Edges */
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for (int v = 0; v < 3; ++v) {
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float edgeness = e[v] - getEdgeSize(v);
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/* Ordered from outer to inner */
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if (edgesBweight[v] > 0.0)
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colorDist(vec4(0.0, 0.4, 1.0, edgesBweight[v]), edgeOutlineWidth, edgeness);
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if (edgesCrease[v] > 0.0)
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colorDist(vec4(0.0, 1.0, 1.0, edgesCrease[v]), edgeOutlineWidth, edgeness);
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if ((flag[v] & EDGE_SEAM) != 0)
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colorDist(vec4(1.0, 0.0, 0.0, 1.0), edgeOutlineWidth, edgeness);
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if ((flag[v] & EDGE_SHARP) != 0)
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colorDist(vec4(0.0, 0.5, 1.0, 1.0), edgeOutlineWidth, edgeness);
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if ((flag[v] & EDGE_ACTIVE) != 0)
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colorDist(vec4(1.0, 1.0, 0.0, 1.0), edgeWidth, edgeness);
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else if ((flag[v] & EDGE_SELECTED) != 0)
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colorDist(vec4(0.0, 1.0, 0.0, 1.0), edgeWidth, edgeness);
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else if ((flag[v] & EDGE_EXISTS) != 0)
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colorDist(vec4(0.0, 0.0, 0.0, 1.0), edgeWidth, edgeness);
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}
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/* Points */
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for (int v = 0; v < 3; ++v) {
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float size = p[v] - getVertexSize(v);
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/* Ordered from outer to inner */
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if ((flag[v] & VERTEX_ACTIVE) != 0)
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colorDist(vec4(1.0, 0.0, 0.0, 1.0), vertexOutline, size);
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if ((flag[v] & VERTEX_SELECTED) != 0)
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colorDist(vec4(0.0, 1.0, 0.0, 1.0), vertexWidth, size);
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else
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colorDist(vec4(0.0, 0.0, 0.0, 1.0), vertexWidth, size);
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}
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2017-03-01 14:08:58 +01:00
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/* don't write depth if not opaque */
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if (FragColor.a == 0.0) discard;
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2017-02-26 21:07:37 +01:00
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}
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