Add Chromium-only Blender WebEngine parity work

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mes123456
2026-08-12 04:47:48 -04:00
commit 9fd26010f6
18225 changed files with 11622124 additions and 0 deletions

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#
# Copyright 2013 Pixar
#
# Licensed under the terms set forth in the LICENSE.txt file available at
# https://opensubdiv.org/license.
#
# *** glFVarViewer ***
set(SHADER_FILES
shader.glsl
)
include_directories(
"${OPENSUBDIV_INCLUDE_DIR}"
"${OPENGL_LOADER_INCLUDE_DIRS}"
"${GLFW_INCLUDE_DIR}"
)
list(APPEND PLATFORM_LIBRARIES
"${OSD_LINK_TARGET}"
"${OPENGL_LOADER_LIBRARIES}"
"${GLFW_LIBRARIES}"
)
if (OPENCL_FOUND)
include_directories("${OPENCL_INCLUDE_DIRS}")
list(APPEND PLATFORM_LIBRARIES OpenGL::GL)
endif()
osd_stringify("${SHADER_FILES}" INC_FILES)
include_directories("${CMAKE_CURRENT_BINARY_DIR}")
osd_add_glfw_executable(glFVarViewer "examples"
glFVarViewer.cpp
"${SHADER_FILES}"
"${INC_FILES}"
$<TARGET_OBJECTS:regression_common_obj>
$<TARGET_OBJECTS:regression_far_utils_obj>
$<TARGET_OBJECTS:examples_common_gl_obj>
)
target_link_libraries(glFVarViewer
${PLATFORM_LIBRARIES}
)
install(TARGETS glFVarViewer DESTINATION "${CMAKE_BINDIR_BASE}")

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//
// Copyright 2013 Pixar
//
// Licensed under the terms set forth in the LICENSE.txt file available at
// https://opensubdiv.org/license.
//
#include "../../regression/common/shape_utils.h"
#include "../../regression/shapes/all.h"
static std::vector<ShapeDesc> g_defaultShapes;
//------------------------------------------------------------------------------
static void initShapes() {
//
// Note that any shapes added here must have UVs -- loading a shape without UVs is a fatal
// error and will result in termination when it is selected.
//
g_defaultShapes.push_back(ShapeDesc("catmark_toroidal_tet", catmark_toroidal_tet, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_cube", catmark_cube, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_cubes_semisharp", catmark_cubes_semisharp, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_cubes_infsharp", catmark_cubes_infsharp, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_pyramid", catmark_pyramid, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_torus", catmark_torus, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_torus_creases0", catmark_torus_creases0, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_fvar_bound0", catmark_fvar_bound0, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_fvar_bound1", catmark_fvar_bound1, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_fvar_bound2", catmark_fvar_bound2, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_fvar_bound3", catmark_fvar_bound3, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_fvar_bound4", catmark_fvar_bound4, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_fvar_project0", catmark_fvar_project0, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_edgecorner", catmark_edgecorner, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_edgeonly", catmark_edgeonly, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_edgenone", catmark_edgenone, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_quadstrips", catmark_quadstrips, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_xord_interior", catmark_xord_interior, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_xord_boundary", catmark_xord_boundary, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_nonquads", catmark_nonquads, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_nonman_verts", catmark_nonman_verts, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_nonman_edges", catmark_nonman_edges, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_hole_test1", catmark_hole_test1, kCatmark));
g_defaultShapes.push_back(ShapeDesc("catmark_hole_test2", catmark_hole_test2, kCatmark));
g_defaultShapes.push_back(ShapeDesc("loop_toroidal_tet", loop_toroidal_tet, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_tetrahedron", loop_tetrahedron, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_cube", loop_cube, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_cubes_semisharp", loop_cubes_semisharp, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_cubes_infsharp", loop_cubes_infsharp, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_cube_asymmetric", loop_cube_asymmetric, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_icosahedron", loop_icosahedron, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_icos_semisharp", loop_icos_semisharp, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_icos_infsharp", loop_icos_infsharp, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_fvar_bound0", loop_fvar_bound0, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_fvar_bound1", loop_fvar_bound1, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_fvar_bound2", loop_fvar_bound2, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_fvar_bound3", loop_fvar_bound3, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_triangle_edgecorner", loop_triangle_edgecorner, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_triangle_edgeonly", loop_triangle_edgeonly, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_triangle_edgenone", loop_triangle_edgenone, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_xord_interior", loop_xord_interior, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_xord_boundary", loop_xord_boundary, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_nonman_verts", loop_nonman_verts, kLoop));
g_defaultShapes.push_back(ShapeDesc("loop_nonman_edges", loop_nonman_edges, kLoop));
g_defaultShapes.push_back(ShapeDesc("bilinear_cube", bilinear_cube, kBilinear));
g_defaultShapes.push_back(ShapeDesc("bilinear_nonplanar", bilinear_nonplanar, kBilinear));
g_defaultShapes.push_back(ShapeDesc("bilinear_nonquads0", bilinear_nonquads0, kBilinear));
g_defaultShapes.push_back(ShapeDesc("bilinear_nonquads1", bilinear_nonquads1, kBilinear));
}
//------------------------------------------------------------------------------

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//
// Copyright 2013 Pixar
//
// Licensed under the terms set forth in the LICENSE.txt file available at
// https://opensubdiv.org/license.
//
#undef OSD_USER_VARYING_DECLARE
#define OSD_USER_VARYING_DECLARE \
vec3 color;
#undef OSD_USER_VARYING_ATTRIBUTE_DECLARE
#define OSD_USER_VARYING_ATTRIBUTE_DECLARE \
layout(location = 1) in vec3 color;
#undef OSD_USER_VARYING_PER_VERTEX
#define OSD_USER_VARYING_PER_VERTEX() \
outpt.color = color
#undef OSD_USER_VARYING_PER_CONTROL_POINT
#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN) \
outpt[ID_OUT].color = inpt[ID_IN].color
#undef OSD_USER_VARYING_PER_EVAL_POINT
#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d) \
outpt.color = \
mix(mix(inpt[a].color, inpt[b].color, UV.x), \
mix(inpt[c].color, inpt[d].color, UV.x), UV.y)
//--------------------------------------------------------------
// Uniform Blocks
//--------------------------------------------------------------
layout(std140) uniform Transform {
mat4 ModelViewMatrix;
mat4 ProjectionMatrix;
mat4 ModelViewProjectionMatrix;
mat4 ModelViewInverseMatrix;
mat4 UvViewMatrix;
};
layout(std140) uniform Tessellation {
float TessLevel;
};
uniform int GregoryQuadOffsetBase;
uniform int PrimitiveIdBase;
//--------------------------------------------------------------
// Osd external functions
//--------------------------------------------------------------
mat4 OsdModelViewMatrix()
{
return ModelViewMatrix;
}
mat4 OsdProjectionMatrix()
{
return ProjectionMatrix;
}
mat4 OsdModelViewProjectionMatrix()
{
return ModelViewProjectionMatrix;
}
float OsdTessLevel()
{
return TessLevel;
}
int OsdGregoryQuadOffsetBase()
{
return GregoryQuadOffsetBase;
}
int OsdPrimitiveIdBase()
{
return PrimitiveIdBase;
}
int OsdBaseVertex()
{
return 0;
}
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
OSD_USER_VARYING_ATTRIBUTE_DECLARE
out block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
outpt.v.position = ModelViewMatrix * position;
// We don't actually want to write all these, but some
// compilers complain during about failing to fully write
// outpt.v if they are excluded.
outpt.v.normal = vec3(0);
outpt.v.tangent = vec3(0);
outpt.v.bitangent = vec3(0);
outpt.v.patchCoord = vec4(0);
outpt.v.tessCoord = vec2(0);
#if defined OSD_COMPUTE_NORMAL_DERIVATIVES
outpt.v.Nu = vec3(0);
outpt.v.Nv = vec3(0);
#endif
// --
OSD_USER_VARYING_PER_VERTEX();
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
#ifdef PRIM_QUAD
layout(lines_adjacency) in;
#define EDGE_VERTS 4
#endif // PRIM_QUAD
#ifdef PRIM_TRI
layout(triangles) in;
#define EDGE_VERTS 3
#endif // PRIM_TRI
layout(triangle_strip, max_vertices = EDGE_VERTS) out;
in block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} inpt[EDGE_VERTS];
out block {
OutputVertex v;
noperspective out vec4 edgeDistance;
OSD_USER_VARYING_DECLARE
} outpt;
uniform isamplerBuffer OsdFVarParamBuffer;
layout(std140) uniform OsdFVarArrayData {
OsdPatchArray fvarPatchArray[2];
};
vec2
interpolateFaceVarying(vec2 uv, int fvarOffset)
{
int patchIndex = OsdGetPatchIndex(gl_PrimitiveID);
OsdPatchArray array = fvarPatchArray[0];
ivec3 fvarPatchParam = texelFetch(OsdFVarParamBuffer, patchIndex).xyz;
OsdPatchParam param = OsdPatchParamInit(fvarPatchParam.x,
fvarPatchParam.y,
fvarPatchParam.z);
int patchType = OsdPatchParamIsRegular(param) ? array.regDesc : array.desc;
float wP[20], wDu[20], wDv[20], wDuu[20], wDuv[20], wDvv[20];
int numPoints = OsdEvaluatePatchBasisNormalized(patchType, param,
uv.s, uv.t, wP, wDu, wDv, wDuu, wDuv, wDvv);
int primOffset = patchIndex * array.stride;
vec2 result = vec2(0);
for (int i=0; i<numPoints; ++i) {
int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset;
vec2 cv = vec2(texelFetch(OsdFVarDataBuffer, index).s,
texelFetch(OsdFVarDataBuffer, index + 1).s);
result += wP[i] * cv;
}
return result;
}
void emit(int index, vec3 normal)
{
outpt.v.position = inpt[index].v.position;
#ifdef SMOOTH_NORMALS
outpt.v.normal = inpt[index].v.normal;
#else
outpt.v.normal = normal;
#endif
#ifdef SHADING_FACEVARYING_UNIFORM_SUBDIVISION
// interpolate fvar data at refined tri or quad vertex locations
#ifdef PRIM_TRI
vec2 trist[3] = vec2[](vec2(0,0), vec2(1,0), vec2(0,1));
vec2 st = trist[index];
#endif
#ifdef PRIM_QUAD
vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1));
vec2 st = quadst[index];
#endif
#else
// interpolate fvar data at tessellated vertex locations
vec2 st = inpt[index].v.tessCoord;
#endif
vec2 uv = interpolateFaceVarying(st, /*fvarOffset*/0);
outpt.color = vec3(uv.s, uv.t, 0);
#ifdef GEOMETRY_UV_VIEW
uv = 2 * uv - vec2(1);
gl_Position = UvViewMatrix * vec4(uv.s, uv.y, 0, 1);
#else
gl_Position = ProjectionMatrix * inpt[index].v.position;
#endif
EmitVertex();
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
const float VIEWPORT_SCALE = 512.0;
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
{
return VIEWPORT_SCALE *
abs((p.x - p0.x) * (p1.y - p0.y) -
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
}
void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
{
outpt.edgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
outpt.edgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
#ifdef PRIM_TRI
outpt.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
#endif
#ifdef PRIM_QUAD
outpt.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
outpt.edgeDistance[3] =
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
#endif
emit(index, normal);
}
#endif
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef PRIM_QUAD
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
vec3 n0 = normalize(cross(B, A));
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
edgeVerts[3].xy /= edgeVerts[3].w;
emit(0, n0, edgeVerts);
emit(1, n0, edgeVerts);
emit(3, n0, edgeVerts);
emit(2, n0, edgeVerts);
#else
emit(0, n0);
emit(1, n0);
emit(3, n0);
emit(2, n0);
#endif
#endif // PRIM_QUAD
#ifdef PRIM_TRI
vec3 A = (inpt[1].v.position - inpt[0].v.position).xyz;
vec3 B = (inpt[2].v.position - inpt[0].v.position).xyz;
vec3 n0 = normalize(cross(B, A));
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
emit(0, n0, edgeVerts);
emit(1, n0, edgeVerts);
emit(2, n0, edgeVerts);
#else
emit(0, n0);
emit(1, n0);
emit(2, n0);
#endif
#endif // PRIM_TRI
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
noperspective in vec4 edgeDistance;
OSD_USER_VARYING_DECLARE
} inpt;
out vec4 outColor;
vec4
edgeColor(vec4 Cfill)
{
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_TRI
float d =
min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
#endif
#ifdef PRIM_QUAD
float d =
min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
#endif
vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
float p = exp2(-2 * d * d);
#if defined(GEOMETRY_OUT_WIRE)
if (p < 0.25) discard;
#endif
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
#endif
return Cfill;
}
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
void
main()
{
#ifdef GEOMETRY_UV_VIEW
outColor = edgeColor(vec4(0.9));
return;
#else
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
// generating a checkerboard pattern
int checker = int(floor(20*inpt.color.r)+floor(20*inpt.color.g))&1;
vec4 color = vec4(inpt.color.rg*checker, 1-checker, 1);
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
color = edgeColor(color);
#endif
outColor = color;
#endif
}
#endif
#endif