OpenSubdiv: Re-work C-API integration
Main goal is to make API simpler to follow (at least ion terms what is defined/declared where, as opposite of handful big headers which includes all the declarations), and also avoid a big set of long and obscure functions. Now C-API files are split into smaller ones, following OpenSubdiv behavior more closely, and also function pointers in structures used a lot more, which shortens functions names, UV integration part in GL Mesh is mainly stripped away, it needs to be done differently. On a related topic, UV coordinates API in converter needs to be removed as well, we do not need coordinates, only island connectivity information there. Additional changes: - Varying interpolation in evaluator API are temporarily disabled, need to extend API somewhere (probably, evaluator's API) to inform layout information of vertex data (whether it contains varying data, width, stride and such). - Evaluator now can interpolate face-varying data. Only works for adaptive refiner, since some issues in OpenSubdiv itself. Planned changes: - Remove uv coordinates from TopologyConverter. - Support evaluation of patches (as opposite to individual coordinates as it happens currently). - Support more flexible layout of varying and face-varying data. It is stupid to assume varying is 3 floats and face-varying 2 floats. - Support of second order derivatives. - Everything else what i'm missing in this list.
This commit is contained in:
172
intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl
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172
intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2014 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Sergey Sharybin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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struct VertexData {
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vec4 position;
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vec3 normal;
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vec2 uv;
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};
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#define MAX_LIGHTS 8
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#define NUM_SOLID_LIGHTS 3
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struct LightSource {
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vec4 position;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 spotDirection;
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#ifdef SUPPORT_COLOR_MATERIAL
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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float spotCutoff;
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float spotExponent;
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float spotCosCutoff;
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float pad, pad2;
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#endif
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};
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layout(std140) uniform Lighting {
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LightSource lightSource[MAX_LIGHTS];
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int num_enabled_lights;
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};
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uniform vec4 diffuse;
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uniform vec4 specular;
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uniform float shininess;
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uniform sampler2D texture_buffer;
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in block {
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VertexData v;
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} inpt;
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void main()
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{
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#ifdef WIREFRAME
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gl_FragColor = diffuse;
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#else
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vec3 N = inpt.v.normal;
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if (!gl_FrontFacing)
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N = -N;
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/* Compute diffuse and specular lighting. */
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vec3 L_diffuse = vec3(0.0);
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vec3 L_specular = vec3(0.0);
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#ifdef USE_LIGHTING
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#ifndef USE_COLOR_MATERIAL
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/* Assume NUM_SOLID_LIGHTS directional lights. */
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for (int i = 0; i < NUM_SOLID_LIGHTS; i++) {
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vec4 Plight = lightSource[i].position;
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#ifdef USE_DIRECTIONAL_LIGHT
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vec3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz)
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: normalize(inpt.v.position.xyz);
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#else /* USE_DIRECTIONAL_LIGHT */
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/* TODO(sergey): We can normalize it outside of the shader. */
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vec3 l = normalize(Plight.xyz);
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#endif /* USE_DIRECTIONAL_LIGHT */
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vec3 h = normalize(l + vec3(0, 0, 1));
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float d = max(0.0, dot(N, l));
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float s = pow(max(0.0, dot(N, h)), shininess);
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L_diffuse += d * lightSource[i].diffuse.rgb;
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L_specular += s * lightSource[i].specular.rgb;
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}
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#else /* USE_COLOR_MATERIAL */
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vec3 varying_position = inpt.v.position.xyz;
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vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ?
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normalize(varying_position) : vec3(0.0, 0.0, -1.0);
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for (int i = 0; i < num_enabled_lights; i++) {
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/* todo: this is a slow check for disabled lights */
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if (lightSource[i].specular.a == 0.0)
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continue;
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float intensity = 1.0;
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vec3 light_direction;
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if (lightSource[i].position.w == 0.0) {
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/* directional light */
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light_direction = lightSource[i].position.xyz;
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}
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else {
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/* point light */
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vec3 d = lightSource[i].position.xyz - varying_position;
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light_direction = normalize(d);
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/* spot light cone */
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if (lightSource[i].spotCutoff < 90.0) {
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float cosine = max(dot(light_direction,
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-lightSource[i].spotDirection.xyz),
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0.0);
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intensity = pow(cosine, lightSource[i].spotExponent);
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intensity *= step(lightSource[i].spotCosCutoff, cosine);
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}
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/* falloff */
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float distance = length(d);
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intensity /= lightSource[i].constantAttenuation +
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lightSource[i].linearAttenuation * distance +
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lightSource[i].quadraticAttenuation * distance * distance;
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}
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/* diffuse light */
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vec3 light_diffuse = lightSource[i].diffuse.rgb;
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float diffuse_bsdf = max(dot(N, light_direction), 0.0);
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L_diffuse += light_diffuse * diffuse_bsdf * intensity;
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/* specular light */
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vec3 light_specular = lightSource[i].specular.rgb;
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vec3 H = normalize(light_direction - V);
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float specular_bsdf = pow(max(dot(N, H), 0.0),
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gl_FrontMaterial.shininess);
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L_specular += light_specular * specular_bsdf * intensity;
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}
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#endif /* USE_COLOR_MATERIAL */
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#else /* USE_LIGHTING */
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L_diffuse = vec3(1.0);
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#endif
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/* Compute diffuse color. */
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#ifdef USE_TEXTURE_2D
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L_diffuse *= texture2D(texture_buffer, inpt.v.uv).rgb;
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#else
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L_diffuse *= diffuse.rgb;
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#endif
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/* Sum lighting. */
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vec3 L = L_diffuse;
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if (shininess != 0) {
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L += L_specular * specular.rgb;
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}
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/* Write out fragment color. */
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gl_FragColor = vec4(L, diffuse.a);
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#endif
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}
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