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source: data/branches/Shader_HS18/programs/GLSL150/IsosurfGS.glsl @ 12206

Last change on this file since 12206 was 12115, checked in by wiesep, 6 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 3.3 KB
Line 
1#version 150
2
3// Ogre port of Nvidia's IsoSurf.cg file
4// Modified code follows. See http://developer.download.nvidia.com/SDK/10/opengl/samples.html for original
5//
6// Cg port of Yury Uralsky's metaball FX shader
7//
8// Authors: Simon Green and Yury Urlasky
9// Email: sdkfeedback@nvidia.com
10//
11// Copyright (c) NVIDIA Corporation. All rights reserved.
12////////////////////////////////////////////////////////////////////////////////////////////////////
13
14// Size of the sampling grid
15in VertexData
16{
17    vec3 N;
18    vec2 Field;
19} VertexIn[];
20
21out vec3 oNormal;
22
23uniform float IsoValue;
24
25layout(lines_adjacency) in;
26layout(triangle_strip, max_vertices = 4) out;
27
28// Estimate where isosurface intersects grid edge with endpoints v0, v1.
29void CalcIntersection(vec4 Pos0,
30                      vec3 N0,
31                      vec2 Field0,
32                      vec4 Pos1,
33                      vec3 N1,
34                      vec2 Field1)
35{
36    float t = (IsoValue - Field0.x) / (Field1.x - Field0.x);
37    if ((Field0.x < IsoValue) && (Field1.x > Field0.x))
38    {
39        if (t > 0 && t < 1)
40        {
41            gl_Position = mix(Pos0, Pos1, t);
42            oNormal = mix(N0, N1, t);
43            EmitVertex();
44        }
45    }
46}
47
48// Geometry shader
49// input: line with adjacency (tetrahedron)
50// outputs: zero, one or two triangles depending if isosurface intersects tetrahedron
51void main()
52{
53
54    // Construct index for this tetrahedron.
55    uint index = uint((uint(VertexIn[0].Field.y) << 3) |
56                      (uint(VertexIn[1].Field.y) << 2) |
57                      (uint(VertexIn[2].Field.y) << 1) |
58                      uint(VertexIn[3].Field.y));
59
60    // Don't bother if all vertices out or all vertices inside isosurface.
61    if (index > uint(0) && index < uint(15))
62    {
63        // Uber-compressed version of the edge table.
64        uint edgeListHex[8] = 
65            uint[8](uint(0x0001cde0), uint(0x98b08c9d), uint(0x674046ce), uint(0x487bc480), 
66                    uint(0x21301d2e), uint(0x139bd910), uint(0x26376e20), uint(0x3b700000));
67
68        uint edgeValFull = edgeListHex[index/uint(2)];
69        uint three = uint(0x3);
70        uint edgeVal = (index % uint(2) == uint(1)) ? (edgeValFull & uint(0xFFFF)) : ((edgeValFull >> 16) & uint(0xFFFF));
71        ivec4 e0 = ivec4((edgeVal >> 14) & three, (edgeVal >> 12) & three, (edgeVal >> 10) & three, (edgeVal >> 8) & three);
72        ivec4 e1 = ivec4((edgeVal >> 6) & three, (edgeVal >> 4) & three, (edgeVal >> 2) & three, (edgeVal >> 0) & three);
73
74        CalcIntersection(gl_in[e0.x].gl_Position, VertexIn[e0.x].N, VertexIn[e0.x].Field,
75                         gl_in[e0.y].gl_Position, VertexIn[e0.y].N, VertexIn[e0.y].Field);
76        CalcIntersection(gl_in[e0.z].gl_Position, VertexIn[e0.z].N, VertexIn[e0.z].Field,
77                         gl_in[e0.w].gl_Position, VertexIn[e0.w].N, VertexIn[e0.w].Field);
78        CalcIntersection(gl_in[e1.x].gl_Position, VertexIn[e1.x].N, VertexIn[e1.x].Field,
79                         gl_in[e1.y].gl_Position, VertexIn[e1.y].N, VertexIn[e1.y].Field);
80
81        // Emit additional triangle, if necessary.
82        if (e1.z != -1) {
83             CalcIntersection(gl_in[e1.z].gl_Position, VertexIn[e1.z].N, VertexIn[e1.z].Field,
84                              gl_in[e1.w].gl_Position, VertexIn[e1.w].N, VertexIn[e1.w].Field);
85         }
86
87         EndPrimitive();
88     }
89}
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