188 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			188 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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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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uniform float faceAlphaMod;
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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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 *   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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 *
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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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#define FACE_ACTIVE		(1 << (2 + 8))
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/* Style Parameters in pixel */
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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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const mat4 stipple_matrix = mat4(
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	vec4(1.0, 0.0, 0.0, 0.0),
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	vec4(0.0, 0.0, 0.0, 0.0),
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	vec4(0.0, 0.0, 1.0, 0.0),
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	vec4(0.0, 0.0, 0.0, 0.0)
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);
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void colorDist(vec4 color, float dist)
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{
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	FragColor = (dist < 0) ? color : FragColor;
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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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		vec2 dir = normalize(eData2.zw - eData2.xy);
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		e.z = distToEdge(eData2.zw, dir);
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		p.x = distance(eData2.zw, gl_FragCoord.xy);
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		p.y = distance(eData2.xy, gl_FragCoord.xy);
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		p.z = distance(eData1.zw, gl_FragCoord.xy);
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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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	if ((flag[0] & FACE_ACTIVE) != 0) {
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		int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
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		int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
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		FragColor *= stipple_matrix[x][y];
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	}
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	else {
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		FragColor.a *= faceAlphaMod;
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	}
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	/* Edges */
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	for (int v = 0; v < 3; ++v) {
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		if ((flag[v] & EDGE_EXISTS) != 0) {
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			float largeEdge = e[v] - sizeEdge * 2.0;
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			float innerEdge = e[v] - sizeEdge;
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			if ((flag[v] & EDGE_SEAM) != 0)
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				colorDist(colorEdgeSeam, largeEdge);
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			else if (edgesBweight[v] > 0.0)
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				colorDist(vec4(colorEdgeBWeight.rgb, edgesBweight[v]), largeEdge);
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			else if (edgesCrease[v] > 0.0)
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				colorDist(vec4(colorEdgeCrease.rgb, edgesCrease[v]), largeEdge);
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			else if ((flag[v] & EDGE_SHARP) != 0)
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				colorDist(colorEdgeSharp, largeEdge);
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#ifndef VERTEX_SELECTION
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			else
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				colorDist(colorWireEdit, innerEdge);
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			if ((flag[v] & EDGE_ACTIVE) != 0)
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				colorDist(vec4(colorEditMeshActive.xyz, 1.0), innerEdge);
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			else if ((flag[v] & EDGE_SELECTED) != 0)
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				colorDist(colorEdgeSelect, innerEdge);
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#else
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			colorDist(vec4(vertexColor, 1.0), innerEdge);
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#endif
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		}
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	}
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	/* Points */
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#ifdef VERTEX_SELECTION
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	for (int v = 0; v < 3; ++v) {
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		float size = p[v] - sizeVertex;
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		if ((flag[v] & VERTEX_ACTIVE) != 0)
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			colorDist(vec4(colorEditMeshActive.xyz, 1.0), size);
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		else if ((flag[v] & VERTEX_SELECTED) != 0)
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			colorDist(colorVertexSelect, size);
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		else
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			colorDist(colorVertex, size);
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	}
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#endif
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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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}
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