1 | // Ogre port of Nvidia's IsoSurf.cg file |
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2 | // Modified code follows. See http://developer.download.nvidia.com/SDK/10/opengl/samples.html for original |
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3 | // |
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4 | // Cg port of Yury Uralsky's metaball FX shader |
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5 | // |
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6 | // Authors: Simon Green and Yury Urlasky |
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7 | // Email: sdkfeedback@nvidia.com |
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8 | // |
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9 | // Copyright (c) NVIDIA Corporation. All rights reserved. |
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10 | //////////////////////////////////////////////////////////////////////////////////////////////////// |
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11 | |
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12 | struct SampleData |
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13 | { |
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14 | float4 Pos : POSITION; |
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15 | float3 N : TEXCOORD0; |
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16 | float2 Field : TEXCOORD1; |
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17 | //float4 Color : COLOR0; |
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18 | }; |
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19 | |
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20 | struct SurfaceVertex |
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21 | { |
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22 | float4 Pos : POSITION; |
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23 | float3 N : TEXCOORD0; |
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24 | }; |
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25 | |
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26 | uniform int Num_Metaballs = 2; |
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27 | uniform float4 Metaballs[] = { |
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28 | { -0.5, 0, 0, 0.2 }, |
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29 | { 0.6, 0, 0, 0.4 }, |
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30 | }; |
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31 | |
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32 | // Size of the sampling grid |
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33 | uniform int3 SizeMask = { 63, 63, 63 }; |
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34 | uniform int3 SizeShift = { 0, 6, 12 }; |
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35 | |
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36 | uniform float IsoValue = 1.0; |
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37 | |
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38 | // Metaball function |
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39 | // Returns metaball function value in .w and its gradient in .xyz |
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40 | |
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41 | float4 Metaball(float3 Pos, float3 Center, float RadiusSq) |
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42 | { |
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43 | float epsilon = 0.001; |
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44 | |
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45 | float3 Dist = Pos - Center; |
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46 | float InvDistSq = 1 / (dot(Dist, Dist) + epsilon); |
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47 | |
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48 | float4 o; |
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49 | o.xyz = -2 * RadiusSq * InvDistSq * InvDistSq * Dist; |
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50 | o.w = RadiusSq * InvDistSq; |
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51 | return o; |
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52 | } |
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53 | |
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54 | // Vertex shader |
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55 | SampleData mainVS(float4 pos : POSITION, |
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56 | uniform float4x4 WorldViewProj, |
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57 | uniform float4x4 origWorldViewIT) |
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58 | { |
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59 | SampleData o; |
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60 | |
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61 | // Sum up contributions from all metaballs |
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62 | float4 Field = 0; |
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63 | for (int i = 0; i < 2; i++) |
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64 | { |
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65 | Field += Metaball(pos.xyz, Metaballs[i].xyz, Metaballs[i].w); |
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66 | } |
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67 | |
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68 | float3x3 WorldViewIT = { origWorldViewIT[0].xyz, origWorldViewIT[1].xyz, origWorldViewIT[2].xyz }; |
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69 | |
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70 | // Transform position and normals |
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71 | o.Pos = mul(WorldViewProj, pos); |
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72 | o.N = mul(WorldViewIT, Field.xyz); // we want normals in world space |
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73 | o.Field.x = Field.w; |
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74 | |
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75 | // Generate in-out flags |
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76 | o.Field.y = (Field.w < IsoValue) ? 1 : 0; |
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77 | |
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78 | //o.Color = (Field*0.5+0.5) * (Field.w / 10.0); |
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79 | return o; |
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80 | } |
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81 | |
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82 | |
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83 | |
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84 | // Estimate where isosurface intersects grid edge with endpoints v0, v1 |
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85 | void CalcIntersection(float4 Pos0, |
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86 | float3 N0, |
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87 | float2 Field0, |
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88 | float4 Pos1, |
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89 | float3 N1, |
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90 | float2 Field1) |
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91 | { |
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92 | float t = (IsoValue - Field0.x) / (Field1.x - Field0.x); |
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93 | if ((Field0.x < IsoValue) && (Field1.x > Field0.x)) |
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94 | { |
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95 | if (t > 0 && t < 1) |
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96 | { |
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97 | float4 Pos = lerp(Pos0, Pos1, t); |
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98 | float3 N = lerp(N0, N1, t); |
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99 | emitVertex(Pos : POSITION, N : TEXCOORD0); |
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100 | } |
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101 | } |
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102 | } |
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103 | |
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104 | // Geometry shader |
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105 | // input: line with adjacency (tetrahedron) |
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106 | // outputs: zero, one or two triangles depending if isosurface intersects tetrahedron |
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107 | LINE_ADJ |
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108 | TRIANGLE_OUT |
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109 | void mainGS( |
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110 | AttribArray<float4> Pos : POSITION, |
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111 | AttribArray<float3> N : TEXCOORD0, |
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112 | AttribArray<float2> Field : TEXCOORD1 |
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113 | ) |
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114 | { |
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115 | // construct index for this tetrahedron |
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116 | unsigned int index = (int(Field[0].y) << 3) | |
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117 | (int(Field[1].y) << 2) | |
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118 | (int(Field[2].y) << 1) | |
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119 | int(Field[3].y); |
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120 | |
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121 | // don't bother if all vertices out or all vertices inside isosurface |
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122 | if (index > 0 && index < 15) |
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123 | { |
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124 | //Uber-compressed version of the edge table. |
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125 | unsigned int edgeListHex[] = |
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126 | {0x0001cde0, 0x98b08c9d, 0x674046ce, 0x487bc480, |
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127 | 0x21301d2e, 0x139bd910, 0x26376e20, 0x3b700000}; |
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128 | |
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129 | unsigned int edgeValFull = edgeListHex[index/2]; |
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130 | unsigned int edgeVal = (index % 2 == 1) ? (edgeValFull & 0xFFFF) : ((edgeValFull >> 16) & 0xFFFF); |
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131 | int4 e0 = int4((edgeVal >> 14) & 0x3, (edgeVal >> 12) & 0x3, (edgeVal >> 10) & 0x3, (edgeVal >> 8) & 0x3); |
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132 | int4 e1 = int4((edgeVal >> 6) & 0x3, (edgeVal >> 4) & 0x3, (edgeVal >> 2) & 0x3, (edgeVal >> 0) & 0x3); |
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133 | |
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134 | CalcIntersection(Pos[e0.x], N[e0.x], Field[e0.x], Pos[e0.y], N[e0.y], Field[e0.y]); |
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135 | CalcIntersection(Pos[e0.z], N[e0.z], Field[e0.z], Pos[e0.w], N[e0.w], Field[e0.w]); |
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136 | CalcIntersection(Pos[e1.x], N[e1.x], Field[e1.x], Pos[e1.y], N[e1.y], Field[e1.y]); |
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137 | |
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138 | // Emit additional triangle, if necessary |
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139 | if (e1.z != -1) { |
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140 | CalcIntersection(Pos[e1.z], N[e1.z], Field[e1.z], Pos[e1.w], N[e1.w], Field[e1.w]); |
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141 | } |
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142 | } |
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143 | } |
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144 | |
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145 | // Pixel shader |
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146 | float4 mainPS(float3 N : TEXCOORD0) : COLOR |
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147 | { |
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148 | //Sanitize input |
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149 | N = normalize(N); |
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150 | float3 L = float3(0, 0, 1); |
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151 | //return float4(N*0.5+0.5, 1); |
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152 | float3 materials[2] = { float3(1, 1, 1), float3(0, 0, 0.5)}; |
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153 | float nDotL = dot( N, L); |
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154 | return float4(abs(nDotL) * materials[nDotL < 0.0], 0.1); |
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155 | } |
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