Files
OCCT/src/Shaders/DeclarationsImpl.glsl
kgv 78c4e836b1 0031571: Visualization, TKOpenGl - provide depth peeling OIT option
Graphic3d_RenderTransparentMethod has been extended by Graphic3d_RTM_DEPTH_PEELING_OIT,
which is handled by OpenGl_LayerList::renderTransparent().

OpenGl_FrameBuffer::Init() now does not silently ignore unknown color attachment format and return failure.
OpenGl_FrameBuffer::InitWrapper() - added constructor wrapping existing color textures.

v3d/transparency/oit: test case added
2021-01-20 21:21:59 +03:00

132 lines
5.3 KiB
GLSL

//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors
#if defined(FRAGMENT_SHADER)
#if defined(OCC_DEPTH_PEEL_OIT)
uniform sampler2D occDepthPeelingDepth;
uniform sampler2D occDepthPeelingFrontColor;
int IsFrontPeelLayer = -1;
bool occFragEarlyReturn()
{
#define THE_DEPTH_CLEAR_VALUE -1e15f
ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);
vec2 aLastDepth = texelFetch (occDepthPeelingDepth, aFragCoord, 0).rg;
occPeelFrontColor = texelFetch (occDepthPeelingFrontColor, aFragCoord, 0);
occPeelDepth.rg = vec2 (THE_DEPTH_CLEAR_VALUE); // depth value always increases, so that MAX blend equation can be used
occPeelBackColor = vec4 (0.0); // back color is blend after each peeling pass
float aNearDepth = -aLastDepth.x;
float aFarDepth = aLastDepth.y;
float aFragDepth = gl_FragCoord.z; // 0 - 1
if (aFragDepth < aNearDepth || aFragDepth > aFarDepth)
{
return true; // skip peeled depth
}
else if (aFragDepth > aNearDepth && aFragDepth < aFarDepth)
{
// to be rendered at next peeling pass
occPeelDepth.rg = vec2 (-aFragDepth, aFragDepth);
return true;
}
IsFrontPeelLayer = (gl_FragCoord.z == aNearDepth) ? 1 : 0;
return false;
}
#else
bool occFragEarlyReturn() { return false; }
#endif
void occSetFragColor (in vec4 theColor)
{
#if defined(OCC_ALPHA_TEST)
if (theColor.a < occAlphaCutoff) discard;
#endif
#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)
float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);
occFragCoverage.r = theColor.a * aWeight;
occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);
#elif defined(OCC_DEPTH_PEEL_OIT)
if (IsFrontPeelLayer == 1) // front is blended directly
{
vec4 aLastColor = occPeelFrontColor;
float anAlphaMult = 1.0 - aLastColor.a;
occPeelFrontColor.rgb = aLastColor.rgb + theColor.rgb * theColor.a * anAlphaMult;
occPeelFrontColor.a = 1.0 - anAlphaMult * (1.0 - theColor.a);
}
else if (IsFrontPeelLayer == 0) // back is blended afterwards
{
occPeelBackColor = theColor;
}
#else
occFragColor = theColor;
#endif
}
#endif
#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)
// arrays of light sources
uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
uniform THE_PREC_ENUM int occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
#endif
#if defined(THE_IS_PBR)
vec3 occDiffIBLMap (in vec3 theNormal)
{
vec3 aSHCoeffs[9];
for (int i = 0; i < 9; ++i)
{
aSHCoeffs[i] = occTexture2D (occDiffIBLMapSHCoeffs, vec2 ((float(i) + 0.5) / 9.0, 0.0)).rgb;
}
return aSHCoeffs[0]
+ aSHCoeffs[1] * theNormal.x
+ aSHCoeffs[2] * theNormal.y
+ aSHCoeffs[3] * theNormal.z
+ aSHCoeffs[4] * theNormal.x * theNormal.z
+ aSHCoeffs[5] * theNormal.y * theNormal.z
+ aSHCoeffs[6] * theNormal.x * theNormal.y
+ aSHCoeffs[7] * (3.0 * theNormal.z * theNormal.z - 1.0)
+ aSHCoeffs[8] * (theNormal.x * theNormal.x - theNormal.y * theNormal.y);
}
#endif
// front and back material properties accessors
#if defined(THE_IS_PBR)
uniform vec4 occPbrFrontMaterial[3];
uniform vec4 occPbrBackMaterial[3];
#define MIN_ROUGHNESS 0.01
float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; }
vec4 occPBRMaterial_Color(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[0] : occPbrBackMaterial[0]; }
vec3 occPBRMaterial_Emission(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].rgb : occPbrBackMaterial[1].rgb; }
float occPBRMaterial_IOR(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].w : occPbrBackMaterial[1].w; }
float occPBRMaterial_Metallic(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].b : occPbrBackMaterial[2].b; }
float occPBRMaterial_NormalizedRoughness(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].g : occPbrBackMaterial[2].g; }
#else
uniform vec4 occFrontMaterial[5];
uniform vec4 occBackMaterial[5];
vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }
vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }
vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }
vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }
vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }
vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }
vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }
float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }
#endif
// 2D texture coordinates transformation
vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }
vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }
float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }
float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }
//! @endfile DeclarationsImpl.glsl