OpenSubdiv: Split shader source files

Was a bit annoying to do tweaks in a file which contained all
vertex, geometry and fragment shaders.
This commit is contained in:
Sergey Sharybin 2016-09-16 12:25:40 +02:00
parent 98af402357
commit a27b54f6e2
5 changed files with 234 additions and 174 deletions

@ -64,7 +64,9 @@ OPENSUBDIV_DEFINE_COMPONENT(OPENSUBDIV_HAS_OPENMP)
OPENSUBDIV_DEFINE_COMPONENT(OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK)
OPENSUBDIV_DEFINE_COMPONENT(OPENSUBDIV_HAS_GLSL_COMPUTE)
data_to_c_simple(gpu_shader_opensubd_display.glsl SRC)
data_to_c_simple(gpu_shader_opensubdiv_vertex.glsl SRC)
data_to_c_simple(gpu_shader_opensubdiv_geometry.glsl SRC)
data_to_c_simple(gpu_shader_opensubdiv_fragment.glsl SRC)
add_definitions(-DGLEW_STATIC)

@ -29,170 +29,6 @@ struct VertexData {
vec2 uv;
};
#ifdef VERTEX_SHADER // ---------------------
in vec3 normal;
in vec4 position;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;
out block {
VertexData v;
} outpt;
void main()
{
outpt.v.position = modelViewMatrix * position;
outpt.v.normal = normalize(normalMatrix * normal);
#if __VERSION__ < 140
/* Some compilers expects gl_Position to be written.
* It's not needed once we explicitly switch to GLSL 1.40 or above.
*/
gl_Position = outpt.v.position;
#endif
}
#elif defined GEOMETRY_SHADER // ---------------------
#if __VERSION__ >= 150
layout(lines_adjacency) in;
#ifdef WIREFRAME
layout(line_strip, max_vertices = 8) out;
#else
layout(triangle_strip, max_vertices = 4) out;
#endif
#else
#extension GL_EXT_geometry_shader4: require
/* application provides input/output layout info */
#endif
#if __VERSION__ < 140
#extension GL_ARB_uniform_buffer_object: require
#extension GL_ARB_texture_buffer_object: enable
#extension GL_EXT_texture_buffer_object: enable
#endif
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform int PrimitiveIdBase;
uniform int osd_fvar_count;
uniform int osd_active_uv_offset;
in block {
VertexData v;
} inpt[];
#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
{ \
vec2 v[4]; \
int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
for (int i = 0; i < 4; ++i) { \
int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \
texelFetch(FVarDataBuffer, index + 1).s); \
} \
result = mix(mix(v[0], v[1], tessCoord.s), \
mix(v[3], v[2], tessCoord.s), \
tessCoord.t); \
}
uniform samplerBuffer FVarDataBuffer;
uniform isamplerBuffer FVarDataOffsetBuffer;
out block {
VertexData v;
} outpt;
#ifdef FLAT_SHADING
void emit(int index, vec3 normal)
{
outpt.v.position = inpt[index].v.position;
outpt.v.normal = normal;
/* TODO(sergey): Only uniform subdivisions atm. */
vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
vec2 st = quadst[index];
INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
gl_Position = projectionMatrix * inpt[index].v.position;
EmitVertex();
}
# ifdef WIREFRAME
void emit_edge(int v0, int v1, vec3 normal)
{
emit(v0, normal);
emit(v1, normal);
}
# endif
#else
void emit(int index)
{
outpt.v.position = inpt[index].v.position;
outpt.v.normal = inpt[index].v.normal;
/* TODO(sergey): Only uniform subdivisions atm. */
vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
vec2 st = quadst[index];
INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
gl_Position = projectionMatrix * inpt[index].v.position;
EmitVertex();
}
# ifdef WIREFRAME
void emit_edge(int v0, int v1)
{
emit(v0);
emit(v1);
}
# endif
#endif
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef FLAT_SHADING
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
vec3 flat_normal = normalize(cross(B, A));
# ifndef WIREFRAME
emit(0, flat_normal);
emit(1, flat_normal);
emit(3, flat_normal);
emit(2, flat_normal);
# else
emit_edge(0, 1, flat_normal);
emit_edge(1, 2, flat_normal);
emit_edge(2, 3, flat_normal);
emit_edge(3, 0, flat_normal);
# endif
#else
# ifndef WIREFRAME
emit(0);
emit(1);
emit(3);
emit(2);
# else
emit_edge(0, 1);
emit_edge(1, 2);
emit_edge(2, 3);
emit_edge(3, 0);
# endif
#endif
EndPrimitive();
}
#elif defined FRAGMENT_SHADER // ---------------------
#define MAX_LIGHTS 8
#define NUM_SOLID_LIGHTS 3
@ -334,5 +170,3 @@ void main()
gl_FragColor = vec4(L, diffuse.a);
#endif
}
#endif // ---------------------

@ -0,0 +1,165 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Sergey Sharybin
*
* ***** END GPL LICENSE BLOCK *****
*/
struct VertexData {
vec4 position;
vec3 normal;
vec2 uv;
};
#if __VERSION__ >= 150
layout(lines_adjacency) in;
#ifdef WIREFRAME
layout(line_strip, max_vertices = 8) out;
#else
layout(triangle_strip, max_vertices = 4) out;
#endif
#else
#extension GL_EXT_geometry_shader4: require
/* application provides input/output layout info */
#endif
#if __VERSION__ < 140
#extension GL_ARB_uniform_buffer_object: require
#extension GL_ARB_texture_buffer_object: enable
#extension GL_EXT_texture_buffer_object: enable
#endif
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform int PrimitiveIdBase;
uniform int osd_fvar_count;
uniform int osd_active_uv_offset;
in block {
VertexData v;
} inpt[];
#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
{ \
vec2 v[4]; \
int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
for (int i = 0; i < 4; ++i) { \
int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \
texelFetch(FVarDataBuffer, index + 1).s); \
} \
result = mix(mix(v[0], v[1], tessCoord.s), \
mix(v[3], v[2], tessCoord.s), \
tessCoord.t); \
}
uniform samplerBuffer FVarDataBuffer;
uniform isamplerBuffer FVarDataOffsetBuffer;
out block {
VertexData v;
} outpt;
#ifdef FLAT_SHADING
void emit(int index, vec3 normal)
{
outpt.v.position = inpt[index].v.position;
outpt.v.normal = normal;
/* TODO(sergey): Only uniform subdivisions atm. */
vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
vec2 st = quadst[index];
INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
gl_Position = projectionMatrix * inpt[index].v.position;
EmitVertex();
}
# ifdef WIREFRAME
void emit_edge(int v0, int v1, vec3 normal)
{
emit(v0, normal);
emit(v1, normal);
}
# endif
#else
void emit(int index)
{
outpt.v.position = inpt[index].v.position;
outpt.v.normal = inpt[index].v.normal;
/* TODO(sergey): Only uniform subdivisions atm. */
vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
vec2 st = quadst[index];
INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
gl_Position = projectionMatrix * inpt[index].v.position;
EmitVertex();
}
# ifdef WIREFRAME
void emit_edge(int v0, int v1)
{
emit(v0);
emit(v1);
}
# endif
#endif
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef FLAT_SHADING
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
vec3 flat_normal = normalize(cross(B, A));
# ifndef WIREFRAME
emit(0, flat_normal);
emit(1, flat_normal);
emit(3, flat_normal);
emit(2, flat_normal);
# else
emit_edge(0, 1, flat_normal);
emit_edge(1, 2, flat_normal);
emit_edge(2, 3, flat_normal);
emit_edge(3, 0, flat_normal);
# endif
#else
# ifndef WIREFRAME
emit(0);
emit(1);
emit(3);
emit(2);
# else
emit_edge(0, 1);
emit_edge(1, 2);
emit_edge(2, 3);
emit_edge(3, 0);
# endif
#endif
EndPrimitive();
}

@ -0,0 +1,53 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Sergey Sharybin
*
* ***** END GPL LICENSE BLOCK *****
*/
struct VertexData {
vec4 position;
vec3 normal;
vec2 uv;
};
in vec3 normal;
in vec4 position;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;
out block {
VertexData v;
} outpt;
void main()
{
outpt.v.position = modelViewMatrix * position;
outpt.v.normal = normalize(normalMatrix * normal);
#if __VERSION__ < 140
/* Some compilers expects gl_Position to be written.
* It's not needed once we explicitly switch to GLSL 1.40 or above.
*/
gl_Position = outpt.v.position;
#endif
}

@ -49,7 +49,9 @@
using OpenSubdiv::Osd::GLMeshInterface;
extern "C" char datatoc_gpu_shader_opensubd_display_glsl[];
extern "C" char datatoc_gpu_shader_opensubdiv_vertex_glsl[];
extern "C" char datatoc_gpu_shader_opensubdiv_geometry_glsl[];
extern "C" char datatoc_gpu_shader_opensubdiv_fragment_glsl[];
/* TODO(sergey): This is bit of bad level calls :S */
extern "C" {
@ -208,7 +210,8 @@ namespace {
GLuint compileShader(GLenum shaderType,
const char *section,
const char *version,
const char *define)
const char *define,
const char *source)
{
char sdefine[64];
sprintf(sdefine, "#define %s\n", section);
@ -220,7 +223,7 @@ GLuint compileShader(GLenum shaderType,
#ifdef SUPPORT_COLOR_MATERIAL
"#define SUPPORT_COLOR_MATERIAL\n",
#endif
datatoc_gpu_shader_opensubd_display_glsl
source,
};
GLuint shader = glCreateShader(shaderType);
@ -235,7 +238,7 @@ GLuint compileShader(GLenum shaderType,
fprintf(stderr, "Error compiling GLSL %s: %s\n", section, emsg);
fprintf(stderr, "Version: %s\n", version);
fprintf(stderr, "Defines: %s\n", define);
fprintf(stderr, "Source: %s\n", datatoc_gpu_shader_opensubd_display_glsl);
fprintf(stderr, "Source: %s\n", source);
return 0;
}
@ -247,21 +250,24 @@ GLuint linkProgram(const char *version, const char *define)
GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
"VERTEX_SHADER",
version,
define);
define,
datatoc_gpu_shader_opensubdiv_vertex_glsl);
if (vertexShader == 0) {
return 0;
}
GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
"GEOMETRY_SHADER",
version,
define);
define,
datatoc_gpu_shader_opensubdiv_geometry_glsl);
if (geometryShader == 0) {
return 0;
}
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
"FRAGMENT_SHADER",
version,
define);
define,
datatoc_gpu_shader_opensubdiv_fragment_glsl );
if (fragmentShader == 0) {
return 0;
}