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Generation of header files from resource files was added to CMake and genproj procedures. Message_MsgFile has been extended with new method ::LoadFromString() for loading messages from embedded resources. Message_MsgFile::LoadFromString() is now a preferred way for loading message resources by application as alternative to environment variables. TObje/TObj.msg is now embedded into TObj_Application.cxx. TObj_Application now loads its global messages on instantiation of the first class instance. UnitsAPI/Lexi_Expr.dat now completely embedded into Units_Lexicon.cxx. UnitsAPI/Units.dat now embedded into Units_UnitsDictionary.cxx but can be regenerated from resource file. The definition of the following units have been removed: benne à charbon, calorie (diététique). Unused message files XSMessage/IGES.us and IGES.fr have been removed. Related code IGESData.cxx has been removed as well. XSMessage/XSTEP.us is now embedded into Interface_StaticStandards.cxx and used for fallback initialization in case when file resources defined by CSF_XSMessage environment variable are missing. SHMessage/SHAPE.us is now embedded into ShapeExtend.cxx and used for fallback initialization in case when file resources defined by CSF_XHMessage environment variable are missing. Duplicating code has been removed from ShapeProcess_OperLibrary.cxx. Shaders/Declarations.glsl and Shaders/DeclarationsImpl.glsl are now embedded into OpenGl_ShaderProgram.cxx. CSF_ShadersDirectory is no more required for using OCCT 3D Viewer. Ray-Tracing GLSL programs from Shaders are now embedded into OpenGl_View_Raytrace.cxx. File resources are still used instead of embedded programs when CSF_ShadersDirectory is defined, but this functionality is intended for OCCT development. Enumeration Graphic3d_ShaderProgram::ShaderName_Phong demonstrating custom GLSL program usage has been removed.
81 lines
3.0 KiB
GLSL
81 lines
3.0 KiB
GLSL
//! Input ray-traced image.
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uniform sampler2D uFSAAInputTexture;
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//! Number of accumulated FSAA samples.
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uniform int uSamples;
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//! Output pixel color.
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out vec4 OutColor;
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#define LUM_DIFFERENCE 0.085f
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// =======================================================================
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// function : main
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// purpose :
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// =======================================================================
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void main (void)
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{
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#ifndef PATH_TRACING
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int aPixelX = int (gl_FragCoord.x);
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int aPixelY = int (gl_FragCoord.y);
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// Adjust FLIPTRI pattern used for adaptive FSAA
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float anOffsetX = mix (uOffsetX, -uOffsetX, float (aPixelX % 2));
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float anOffsetY = mix (uOffsetY, -uOffsetY, float (aPixelY % 2));
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vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0);
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vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0);
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vec4 aClr2 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 1), 0);
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vec4 aClr3 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 0), 0);
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vec4 aClr4 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY - 1), 0);
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vec4 aClr5 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 1, aPixelY + 1), 0);
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vec4 aClr6 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 0), 0);
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vec4 aClr7 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY - 1), 0);
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vec4 aClr8 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX - 1, aPixelY + 1), 0);
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float aLum = dot (LUMA, aClr0.xyz);
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bool aRender = abs (aClr1.w - aClr0.w) > LUM_DIFFERENCE ||
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abs (aClr2.w - aClr0.w) > LUM_DIFFERENCE ||
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abs (aClr3.w - aClr0.w) > LUM_DIFFERENCE ||
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abs (aClr4.w - aClr0.w) > LUM_DIFFERENCE ||
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abs (aClr5.w - aClr0.w) > LUM_DIFFERENCE ||
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abs (aClr6.w - aClr0.w) > LUM_DIFFERENCE ||
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abs (aClr7.w - aClr0.w) > LUM_DIFFERENCE ||
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abs (aClr8.w - aClr0.w) > LUM_DIFFERENCE;
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if (!aRender)
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{
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aRender = abs (dot (LUMA, aClr1.xyz) - aLum) > LUM_DIFFERENCE ||
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abs (dot (LUMA, aClr2.xyz) - aLum) > LUM_DIFFERENCE ||
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abs (dot (LUMA, aClr3.xyz) - aLum) > LUM_DIFFERENCE ||
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abs (dot (LUMA, aClr4.xyz) - aLum) > LUM_DIFFERENCE ||
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abs (dot (LUMA, aClr5.xyz) - aLum) > LUM_DIFFERENCE ||
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abs (dot (LUMA, aClr6.xyz) - aLum) > LUM_DIFFERENCE ||
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abs (dot (LUMA, aClr7.xyz) - aLum) > LUM_DIFFERENCE ||
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abs (dot (LUMA, aClr8.xyz) - aLum) > LUM_DIFFERENCE;
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}
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vec4 aColor = aClr0;
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if (aRender)
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{
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SRay aRay = GenerateRay (vPixel + vec2 (anOffsetX, anOffsetY));
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vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL);
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aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x,
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aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,
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aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);
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aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.f, 1.f), 1.f / uSamples);
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}
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OutColor = aColor;
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#endif
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}
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