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Fixed outdated shaders
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Closes #973
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rainman110 authored and joergbrech committed Nov 21, 2023
1 parent cd60b61 commit 9fe8507
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215 changes: 215 additions & 0 deletions TIGLViewer/shaders/PhongShading-v7.6.fs
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// Created on: 2013-10-10
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

varying vec3 View; //!< Direction to the viewer
varying vec3 Normal; //!< Vertex normal in view space
varying vec4 Position; //!< Vertex position in view space.
varying vec4 PositionWorld; //!< Vertex position in world space
varying vec4 uv; //!< Vertex uv coordinate

uniform bool enableZebra; //!< Whether the zebra stripe mode is enabled

vec3 Ambient; //!< Ambient contribution of light sources
vec3 Diffuse; //!< Diffuse contribution of light sources
vec3 Specular; //!< Specular contribution of light sources

//! Computes contribution of isotropic point light source
void pointLight (in int theId,
in vec3 theNormal,
in vec3 theView,
in vec3 thePoint)
{
vec3 aLight = occLight_Position (theId).xyz;
if (!occLight_IsHeadlight (theId))
{
aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));
}
aLight -= thePoint;

float aDist = length (aLight);
aLight = aLight * (1.0 / aDist);

float anAtten = 1.0 / (occLight_ConstAttenuation (theId)
+ occLight_LinearAttenuation (theId) * aDist);

vec3 aHalf = normalize (aLight + theView);

vec3 aFaceSideNormal = gl_FrontFacing ? theNormal : -theNormal;
float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));

float aSpecl = 0.0;
if (aNdotL > 0.0)
{
aSpecl = pow (aNdotH, occMaterial_Shininess (gl_FrontFacing));
}

Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;
Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;
}

//! Computes contribution of spotlight source
void spotLight (in int theId,
in vec3 theNormal,
in vec3 theView,
in vec3 thePoint)
{
vec3 aLight = occLight_Position (theId).xyz;
vec3 aSpotDir = occLight_SpotDirection (theId).xyz;
if (!occLight_IsHeadlight (theId))
{
aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));
aSpotDir = vec3 (occWorldViewMatrix * vec4 (aSpotDir, 0.0));
}
aLight -= thePoint;

float aDist = length (aLight);
aLight = aLight * (1.0 / aDist);

aSpotDir = normalize (aSpotDir);

// light cone
float aCosA = dot (aSpotDir, -aLight);
if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))
{
return;
}

float anExponent = occLight_SpotExponent (theId);
float anAtten = 1.0 / (occLight_ConstAttenuation (theId)
+ occLight_LinearAttenuation (theId) * aDist);
if (anExponent > 0.0)
{
anAtten *= pow (aCosA, anExponent * 128.0);
}

vec3 aHalf = normalize (aLight + theView);

vec3 aFaceSideNormal = gl_FrontFacing ? theNormal : -theNormal;
float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));

float aSpecl = 0.0;
if (aNdotL > 0.0)
{
aSpecl = pow (aNdotH, occMaterial_Shininess (gl_FrontFacing));
}

Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;
Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;
}

//! Computes contribution of directional light source
void directionalLight (in int theId,
in vec3 theNormal,
in vec3 theView)
{
vec3 aLight = normalize (occLight_Position (theId).xyz);
if (!occLight_IsHeadlight (theId))
{
aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));
}

vec3 aHalf = normalize (aLight + theView);

vec3 aFaceSideNormal = gl_FrontFacing ? theNormal : -theNormal;
float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));

float aSpecl = 0.0;
if (aNdotL > 0.0)
{
aSpecl = pow (aNdotH, occMaterial_Shininess (gl_FrontFacing));
}

Diffuse += occLight_Diffuse (theId).rgb * aNdotL;
Specular += occLight_Specular (theId).rgb * aSpecl;
}

//! Computes illumination from light sources
vec4 computeLighting (in vec3 theNormal,
in vec3 theView,
in vec4 thePoint)
{
// Clear the light intensity accumulators
Ambient = occLightAmbient.rgb;
Diffuse = vec3 (0.0);
Specular = vec3 (0.0);
vec3 aPoint = thePoint.xyz / thePoint.w;
for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)
{
int aType = occLight_Type (anIndex);
if (aType == OccLightType_Direct)
{
directionalLight (anIndex, theNormal, theView);
}
else if (aType == OccLightType_Point)
{
pointLight (anIndex, theNormal, theView, aPoint);
}
else if (aType == OccLightType_Spot)
{
spotLight (anIndex, theNormal, theView, aPoint);
}
}

vec3 aMatAmbient = occMaterial_Ambient (gl_FrontFacing);
vec4 aMatDiffuse = occMaterial_Diffuse (gl_FrontFacing);
vec3 aMatSpecular = occMaterial_Specular(gl_FrontFacing);
vec3 aMatEmission = occMaterial_Emission(gl_FrontFacing);
vec3 aColor = Ambient * aMatAmbient.rgb
+ Diffuse * aMatDiffuse.rgb
+ Specular * aMatSpecular.rgb
+ aMatEmission.rgb;

float attenuation = 1.0;
if (enableZebra)
{
vec3 v = vec3(0., 0., -1.);

// Direction of the view reflected on the surface
vec3 vReflect = 2. * (dot(Normal, v)*Normal - v);

// normal vector of the light stripe plane
vec3 lightDir = normalize(vec3(0., 1., 0.));

// View projected into light plane
vec3 vProj = normalize(v - dot(v, lightDir)*lightDir);

// x-position of the reflected view on the light plane
float posLightPlane = dot(vReflect, vProj);

attenuation = max(min(2.0, sin(posLightPlane*30.0)*3. + 2.0), -1.0);
}

return vec4 (aColor, aMatDiffuse.a) * vec4(attenuation, attenuation, attenuation, 1.0);
}

//! Entry point to the Fragment Shader
void main()
{
// process clipping planes
for (int anIndex = 0; anIndex < occClipPlaneCount; ++anIndex)
{
vec4 aClipEquation = occClipPlaneEquations[anIndex];
if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)
{
discard;
}
}

vec4 aColor = computeLighting (normalize (Normal), normalize (View), Position);
occSetFragColor (aColor);
}
45 changes: 45 additions & 0 deletions TIGLViewer/shaders/PhongShading-v7.6.vs
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// Created on: 2013-10-10
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

varying vec3 View; //!< Direction to the viewer
varying vec3 Normal; //!< Vertex normal in view space
varying vec4 Position; //!< Vertex position in view space
varying vec4 PositionWorld; //!< Vertex position in world space
varying vec4 uv; //!< Vertex uv coordinates

//! Computes the normal in view space
vec3 TransformNormal (in vec3 theNormal)
{
vec4 aResult = occWorldViewMatrixInverseTranspose
* occModelWorldMatrixInverseTranspose
* vec4 (theNormal, 0.0);
return normalize (aResult.xyz);
}

//! Entry point to the Vertex Shader
void main()
{
PositionWorld = occModelWorldMatrix * occVertex;
Position = occWorldViewMatrix * PositionWorld;
Normal = TransformNormal (occNormal);

// Note: The specified view vector is absolutely correct only for the orthogonal projection.
// For perspective projection it will be approximate, but it is in good agreement with the OpenGL calculations.
View = vec3 (0.0, 0.0, 1.0);

// Do fixed functionality vertex transform
gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
uv = occTexCoord;
}
2 changes: 2 additions & 0 deletions TIGLViewer/src/TIGLViewer.qrc
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Expand Up @@ -28,6 +28,8 @@
<file>../shaders/PhongShading-v6.vs</file>
<file>../shaders/PhongShading-v7.fs</file>
<file>../shaders/PhongShading-v7.vs</file>
<file>../shaders/PhongShading-v7.6.fs</file>
<file>../shaders/PhongShading-v7.6.vs</file>
<file>../gfx/error.png</file>
</qresource>
</RCC>
4 changes: 3 additions & 1 deletion TIGLViewer/src/TIGLViewerContext.cpp
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Expand Up @@ -111,7 +111,9 @@ TIGLViewerContext::TIGLViewerContext(QUndoStack* stack)

void TIGLViewerContext::initShaders()
{
#if OCC_VERSION_HEX >= VERSION_HEX_CODE(7,0,0)
#if OCC_VERSION_HEX >= VERSION_HEX_CODE(7,6,0)
QString shaderVersion = "v7.6";
#elif OCC_VERSION_HEX >= VERSION_HEX_CODE(7,0,0)
QString shaderVersion = "v7";
#elif OCC_VERSION_HEX >= VERSION_HEX_CODE(6,7,0)
QString shaderVersion = "v6";
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