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5.48 kB
| // Copyright 2023 Google LLC | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // https://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| // | |
| // Author: spopov@google.com (Stefan Popov) | |
| //Renders a scene with triangle geometry | |
| // The view projection matrix | |
| uniform mat4 view_projection_matrix; | |
| // Describes a material | |
| struct Material | |
| { | |
| // The ambient coefficient (in .rgb). The .w component is ignored. | |
| vec4 ambient; | |
| // The .rgb components contain the diffuse color. The .w component contains | |
| // the diffuse texture index, or -1 if no texture is associated with this | |
| // material. | |
| vec4 diffuse_and_texture; | |
| // The .rgb components contain the specular coefficient, while .w contains | |
| // the specular power. | |
| vec4 specular_shininess; | |
| }; | |
| // Whether shading normals are supplied in the "normal" buffer. If false, the | |
| // shading normal will be set to the geometric normal. | |
| uniform bool has_normals = false; | |
| // Whether texture coordinates are supplied in the "texcoord" buffer. If false, | |
| // all texture coordinates will be zeros. | |
| uniform bool has_texcoords = false; | |
| // Whether vertex colors are supplied in the "vertex_colors" buffer. | |
| uniform bool has_vertex_colors = false; | |
| // Whether to cull back-facing triangles. | |
| uniform bool cull_backfacing = true; | |
| // The scene geometry, given as a sequence of consecutive triangles. | |
| // Each triangle is specified with 9 consecutiveness floats -- the (x,y,z) | |
| // positions of each of its 3 vertices. | |
| layout(binding=0) buffer mesh { float mesh_buffer[]; }; | |
| // The shading normals, 9 floats per triangle -- x,y,z for each of the 3 | |
| // vertices. If has_normals is false, this buffer can be left unset. | |
| layout(binding=1) buffer normals { float normal_buffer[]; }; | |
| // Vertex colors, 9 floats per triangle -- r,g,b for each of the 3 | |
| // vertices. If has_vertex_colors is false, this buffer can be left unset. | |
| layout(binding=2) buffer vertex_colors { float vertex_colors_buffer[]; }; | |
| // The normalized texture coordinate, 6 floats per triangle -- u,v for each of | |
| // the 3 vertices. If has_texcoords is false, this buffer can be left unset. | |
| layout(binding=3) buffer texcoords { float texcoord_buffer[]; }; | |
| // The material ids, 1 integer per triangle. Each value in this buffer | |
| // is an index into the "materials" buffer. | |
| layout(binding=4) buffer material_ids { int material_id_buffer[]; }; | |
| // The materials used in the scene. | |
| layout(std430, binding=5) buffer materials { Material material_buffer[]; }; | |
| // layout(binding=5) buffer debug { float debug_buffer []; }; | |
| out layout(location = 0) vec3 position; | |
| out layout(location = 1) vec3 normal; | |
| out layout(location = 2) vec2 texcoord; | |
| out layout(location = 3) vec3 out_vertex_color; | |
| out layout(location = 4) float depth; | |
| out layout(location = 6) flat Material material; | |
| layout(points) in; | |
| layout(triangle_strip, max_vertices=12) out; | |
| vec3 get_position(int i) { | |
| int o = gl_PrimitiveIDIn * 9 + i * 3; | |
| return vec3(mesh_buffer[o + 0], mesh_buffer[o + 1], mesh_buffer[o + 2]); | |
| } | |
| vec3 get_normal(int i) { | |
| int o = gl_PrimitiveIDIn * 9 + i * 3; | |
| return normalize(vec3(normal_buffer[o + 0], normal_buffer[o + 1], normal_buffer[o + 2])); | |
| } | |
| vec3 get_vertex_color(int i) { | |
| int o = gl_PrimitiveIDIn * 9 + i * 3; | |
| if(!has_vertex_colors) return vec3(1.0, 1.0, 1.0); | |
| return vec3(vertex_colors_buffer[o + 0], vertex_colors_buffer[o + 1], vertex_colors_buffer[o + 2]); | |
| } | |
| vec2 get_texcoord(int i) { | |
| int o = gl_PrimitiveIDIn * 6 + i * 2; | |
| return vec2(texcoord_buffer[o + 0], texcoord_buffer[o + 1]); | |
| } | |
| Material get_material(int i) { | |
| if (i < 0) | |
| { | |
| Material default_material; | |
| default_material.ambient = vec4(0.0); | |
| default_material.diffuse_and_texture = vec4(0.8, 0.2, 0.8, -1.0); | |
| default_material.specular_shininess = vec4(0.0); | |
| return default_material; | |
| } | |
| return material_buffer[i]; | |
| } | |
| bool is_back_facing(vec3 v0, vec3 v1, vec3 v2) { | |
| vec4 tv0 = view_projection_matrix * vec4(v0, 1.0); | |
| vec4 tv1 = view_projection_matrix * vec4(v1, 1.0); | |
| vec4 tv2 = view_projection_matrix * vec4(v2, 1.0); | |
| tv0 /= tv0.w; | |
| tv1 /= tv1.w; | |
| tv2 /= tv2.w; | |
| vec2 a = (tv1.xy - tv0.xy); | |
| vec2 b = (tv2.xy - tv0.xy); | |
| return (a.x * b.y - b.x * a.y) <= 0; | |
| } | |
| void main() { | |
| vec3 v0 = get_position(0); | |
| vec3 v1 = get_position(1); | |
| vec3 v2 = get_position(2); | |
| if (cull_backfacing && is_back_facing(v0, v1, v2)) { | |
| return; | |
| } | |
| vec3 geometric_normal = normalize( | |
| cross(normalize(v1 - v0), normalize(v2 - v0))); | |
| material = material_buffer[material_id_buffer[gl_PrimitiveIDIn]]; | |
| vec3 positions[3] = {v0, v1, v2}; | |
| for (int i = 0; i < 3; i++) { | |
| gl_Position = view_projection_matrix * vec4(positions[i], 1); | |
| position = positions[i]; | |
| normal = has_normals ? get_normal(i) : geometric_normal; | |
| texcoord = has_texcoords ? get_texcoord(i) : vec2(0.0); | |
| out_vertex_color = get_vertex_color(i); | |
| depth = gl_Position.w; | |
| EmitVertex(); | |
| } | |
| EndPrimitive(); | |
| } | |