calibration_tools_v1.0/lidar_driver/include/open3d/visualization/shader/Shader.h
2025-02-20 10:45:17 +08:00

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// ----------------------------------------------------------------------------
// - Open3D: www.open3d.org -
// ----------------------------------------------------------------------------
// The MIT License (MIT)
//
// Copyright (c) 2018-2023 www.open3d.org
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
// ----------------------------------------------------------------------------
// Automatically generated header file for shader.
#pragma once
namespace open3d {
namespace visualization {
namespace glsl {
// clang-format off
const char * const ImageFragmentShader =
"#version 330\n"
"\n"
"in vec2 UV;\n"
"uniform sampler2D image_texture;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = texture(image_texture, UV);\n"
"}\n"
;
const char * const ImageMaskFragmentShader =
"#version 330\n"
"\n"
"in vec2 UV;\n"
"uniform sampler2D image_texture;\n"
"\n"
"uniform vec3 mask_color;\n"
"uniform float mask_alpha;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(mask_color, texture(image_texture, UV).r * mask_alpha);\n"
"}\n"
;
const char * const ImageMaskVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec2 vertex_UV;\n"
"\n"
"out vec2 UV;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex_position, 1);\n"
" UV = vertex_UV;\n"
"}\n"
;
const char * const ImageVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec2 vertex_UV;\n"
"\n"
"out vec2 UV;\n"
"\n"
"uniform vec3 vertex_scale;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex_position * vertex_scale, 1);\n"
" UV = vertex_UV;\n"
"}\n"
;
const char * const NormalFragmentShader =
"#version 330\n"
"\n"
"in vec3 vertex_normal_camera;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(vertex_normal_camera * 0.5 + 0.5, 1);\n"
"}\n"
;
const char * const NormalVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_normal;\n"
"\n"
"out vec3 vertex_normal_camera;\n"
"\n"
"uniform mat4 MVP;\n"
"uniform mat4 V;\n"
"uniform mat4 M;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" vertex_normal_camera = (V * M * vec4(vertex_normal, 0)).xyz;\n"
"}\n"
;
const char * const PhongFragmentShader =
"#version 330\n"
"\n"
"in vec3 vertex_position_world;\n"
"in vec3 vertex_normal_camera;\n"
"in vec3 eye_dir_camera;\n"
"in mat4 light_dir_camera_4;\n"
"in vec3 fragment_color;\n"
"\n"
"uniform mat4 light_color_4;\n"
"uniform vec4 light_diffuse_power_4;\n"
"uniform vec4 light_specular_power_4;\n"
"uniform vec4 light_specular_shininess_4;\n"
"uniform vec4 light_ambient;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" vec3 diffuse_color = fragment_color;\n"
" vec3 ambient_color = light_ambient.xyz * diffuse_color;\n"
" vec3 specular_color = vec3(1.0, 1.0, 1.0);\n"
" vec4 cos_theta;\n"
" vec4 cos_alpha;\n"
" vec3 n, e, l, r;\n"
"\n"
" n = normalize(vertex_normal_camera);\n"
" e = normalize(eye_dir_camera);\n"
" l = normalize(light_dir_camera_4[0].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[0] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[0] = clamp(dot(e, r), 0, 1);\n"
"\n"
" l= normalize(light_dir_camera_4[1].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[1] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[1] = clamp(dot(e, r), 0, 1);\n"
"\n"
" l= normalize(light_dir_camera_4[2].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[2] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[2] = clamp(dot(e, r), 0, 1);\n"
"\n"
" l= normalize(light_dir_camera_4[3].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[3] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[3] = clamp(dot(e, r), 0, 1);\n"
"\n"
" FragColor = vec4(ambient_color + \n"
" diffuse_color * light_color_4[0].xyz * light_diffuse_power_4[0] * cos_theta[0] +\n"
" specular_color * light_color_4[0].xyz * light_specular_power_4[0] * pow(cos_alpha[0], light_specular_shininess_4[0]) +\n"
" diffuse_color * light_color_4[1].xyz * light_diffuse_power_4[1] * cos_theta[1] +\n"
" specular_color * light_color_4[1].xyz * light_specular_power_4[1] * pow(cos_alpha[1], light_specular_shininess_4[1]) +\n"
" diffuse_color * light_color_4[2].xyz * light_diffuse_power_4[2] * cos_theta[2] +\n"
" specular_color * light_color_4[2].xyz * light_specular_power_4[2] * pow(cos_alpha[2], light_specular_shininess_4[2]) +\n"
" diffuse_color * light_color_4[3].xyz * light_diffuse_power_4[3] * cos_theta[3] +\n"
" specular_color * light_color_4[3].xyz * light_specular_power_4[3] * pow(cos_alpha[3], light_specular_shininess_4[3]), 1);\n"
"}\n"
;
const char * const PhongVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_normal;\n"
"in vec3 vertex_color;\n"
"\n"
"out vec3 vertex_position_world;\n"
"out vec3 vertex_normal_camera;\n"
"out vec3 eye_dir_camera;\n"
"out mat4 light_dir_camera_4;\n"
"out vec3 fragment_color;\n"
"\n"
"uniform mat4 MVP;\n"
"uniform mat4 V;\n"
"uniform mat4 M;\n"
"uniform mat4 light_position_world_4;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" vertex_position_world = (M * vec4(vertex_position, 1)).xyz;\n"
"\n"
" vec3 vertex_position_camera = (V * M * vec4(vertex_position, 1)).xyz;\n"
" eye_dir_camera = vec3(0, 0, 0) - vertex_position_camera;\n"
"\n"
" vec4 v = vec4(vertex_position_camera, 1);\n"
" light_dir_camera_4 = V * light_position_world_4 - mat4(v, v, v, v);\n"
"\n"
" vertex_normal_camera = (V * M * vec4(vertex_normal, 0)).xyz;\n"
" if (dot(eye_dir_camera, vertex_normal_camera) < 0.0)\n"
" vertex_normal_camera = vertex_normal_camera * -1.0;\n"
"\n"
" fragment_color = vertex_color;\n"
"}\n"
;
const char * const PickingFragmentShader =
"#version 330\n"
"\n"
"in vec4 fragment_color;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = fragment_color;\n"
"}\n"
;
const char * const PickingVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in float vertex_index;\n"
"uniform mat4 MVP;\n"
"\n"
"out vec4 fragment_color;\n"
"\n"
"void main()\n"
"{\n"
" float r, g, b, a;\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" r = floor(vertex_index / 16777216.0) / 255.0;\n"
" g = mod(floor(vertex_index / 65536.0), 256.0) / 255.0;\n"
" b = mod(floor(vertex_index / 256.0), 256.0) / 255.0;\n"
" a = mod(vertex_index, 256.0) / 255.0;\n"
" fragment_color = vec4(r, g, b, a);\n"
"}\n"
;
const char * const RGBDImageFragmentShader =
"#version 330\n"
"\n"
"in vec2 UV;\n"
"uniform sampler2D image_texture;\n"
"\n"
"\n"
"/* built-in option to ensure RGB and D are handled in the same shader,\n"
" which can be used in 2 passes */\n"
"#define DEPTH_TEXTURE_MODE 0\n"
"#define RGB_TEXTURE_MODE 1\n"
"#define GRAYSCALE_TEXTURE_MODE 2\n"
"uniform int texture_mode;\n"
"\n"
"/* Decides the colormap of the depth image */\n"
"uniform float depth_max;\n"
"out vec4 FragColor;\n"
"\n"
"float Interpolate(float value, float y0, float x0, float y1, float x1) {\n"
" if (value < x0) return y0;\n"
" if (value > x1) return y1;\n"
" return (value - x0) * (y1 - y0) / (x1 - x0) + y0;\n"
"}\n"
"\n"
"float Jet(float value /* already clamped in [0, 1] */) {\n"
" if (value <= -0.75) {\n"
" return 0.0;\n"
" } else if (value <= -0.25) {\n"
" return Interpolate(value, 0.0, -0.75, 1.0, -0.25);\n"
" } else if (value <= 0.25) {\n"
" return 1.0;\n"
" } else if (value <= 0.75) {\n"
" return Interpolate(value, 1.0, 0.25, 0.0, 0.75);\n"
" } else {\n"
" return 0.0;\n"
" }\n"
"}\n"
"\n"
"void main() {\n"
" if (texture_mode == DEPTH_TEXTURE_MODE) {\n"
" float depth = texture(image_texture, UV).r;\n"
" depth = clamp(depth, 0, depth_max);\n"
" depth = depth / depth_max;\n"
" depth = 2 * depth - 1;\n"
" FragColor = vec4(Jet(depth - 0.5), Jet(depth), Jet(depth + 0.5), 1);\n"
" } else if (texture_mode == RGB_TEXTURE_MODE) {\n"
" FragColor = texture(image_texture, UV);\n"
" } else if (texture_mode == GRAYSCALE_TEXTURE_MODE) {\n"
" float scalar = texture(image_texture, UV).r;\n"
" FragColor = vec4(vec3(scalar), 1);\n"
" }\n"
"}\n"
;
const char * const Simple2DFragmentShader =
"#version 330\n"
"\n"
"in vec3 fragment_color;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(fragment_color, 1);\n"
"}\n"
;
const char * const Simple2DVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_color;\n"
"\n"
"out vec3 fragment_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex_position, 1);\n"
" fragment_color = vertex_color;\n"
"}\n"
;
const char * const SimpleBlackFragmentShader =
"#version 330\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.1, 0.1, 0.1, 1);\n"
"}\n"
;
const char * const SimpleBlackVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"uniform mat4 MVP;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
"}\n"
;
const char * const SimpleFragmentShader =
"#version 330\n"
"\n"
"in vec3 fragment_color;\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vec4(fragment_color, 1);\n"
"}\n"
;
const char * const SimpleVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_color;\n"
"uniform mat4 MVP;\n"
"\n"
"out vec3 fragment_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" fragment_color = vertex_color;\n"
"}\n"
;
const char * const TexturePhongFragmentShader =
"#version 330\n"
"\n"
"in vec3 vertex_position_world;\n"
"in vec3 vertex_normal_camera;\n"
"in vec3 eye_dir_camera;\n"
"in mat4 light_dir_camera_4;\n"
"in vec2 fragment_uv;\n"
"\n"
"uniform mat4 light_color_4;\n"
"uniform vec4 light_diffuse_power_4;\n"
"uniform vec4 light_specular_power_4;\n"
"uniform vec4 light_specular_shininess_4;\n"
"uniform vec4 light_ambient;\n"
"uniform sampler2D diffuse_texture;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" vec3 diffuse_color = texture(diffuse_texture, fragment_uv).rgb;\n"
" vec3 ambient_color = light_ambient.xyz * diffuse_color;\n"
" vec3 specular_color = vec3(1.0, 1.0, 1.0);\n"
" vec4 cos_theta;\n"
" vec4 cos_alpha;\n"
" vec3 n, e, l, r;\n"
"\n"
" n = normalize(vertex_normal_camera);\n"
" e = normalize(eye_dir_camera);\n"
" l = normalize(light_dir_camera_4[0].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[0] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[0] = clamp(dot(e, r), 0, 1);\n"
"\n"
" l= normalize(light_dir_camera_4[1].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[1] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[1] = clamp(dot(e, r), 0, 1);\n"
"\n"
" l= normalize(light_dir_camera_4[2].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[2] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[2] = clamp(dot(e, r), 0, 1);\n"
"\n"
" l= normalize(light_dir_camera_4[3].xyz);\n"
" r = reflect(-l, n);\n"
" cos_theta[3] = clamp(dot(n, l), 0, 1);\n"
" cos_alpha[3] = clamp(dot(e, r), 0, 1);\n"
"\n"
" FragColor = vec4(ambient_color + \n"
" diffuse_color * light_color_4[0].xyz * light_diffuse_power_4[0] * cos_theta[0] +\n"
" specular_color * light_color_4[0].xyz * light_specular_power_4[0] * pow(cos_alpha[0], light_specular_shininess_4[0]) +\n"
" diffuse_color * light_color_4[1].xyz * light_diffuse_power_4[1] * cos_theta[1] +\n"
" specular_color * light_color_4[1].xyz * light_specular_power_4[1] * pow(cos_alpha[1], light_specular_shininess_4[1]) +\n"
" diffuse_color * light_color_4[2].xyz * light_diffuse_power_4[2] * cos_theta[2] +\n"
" specular_color * light_color_4[2].xyz * light_specular_power_4[2] * pow(cos_alpha[2], light_specular_shininess_4[2]) +\n"
" diffuse_color * light_color_4[3].xyz * light_diffuse_power_4[3] * cos_theta[3] +\n"
" specular_color * light_color_4[3].xyz * light_specular_power_4[3] * pow(cos_alpha[3], light_specular_shininess_4[3]), 1);\n"
"}\n"
;
const char * const TexturePhongVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec3 vertex_normal;\n"
"in vec2 vertex_uv;\n"
"\n"
"out vec3 vertex_position_world;\n"
"out vec3 vertex_normal_camera;\n"
"out vec3 eye_dir_camera;\n"
"out mat4 light_dir_camera_4;\n"
"out vec2 fragment_uv;\n"
"\n"
"uniform mat4 MVP;\n"
"uniform mat4 V;\n"
"uniform mat4 M;\n"
"uniform mat4 light_position_world_4;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" vertex_position_world = (M * vec4(vertex_position, 1)).xyz;\n"
"\n"
" vec3 vertex_position_camera = (V * M * vec4(vertex_position, 1)).xyz;\n"
" eye_dir_camera = vec3(0, 0, 0) - vertex_position_camera;\n"
"\n"
" vec4 v = vec4(vertex_position_camera, 1);\n"
" light_dir_camera_4 = V * light_position_world_4 - mat4(v, v, v, v);\n"
"\n"
" vertex_normal_camera = (V * M * vec4(vertex_normal, 0)).xyz;\n"
" if (dot(eye_dir_camera, vertex_normal_camera) < 0.0)\n"
" vertex_normal_camera = vertex_normal_camera * -1.0;\n"
"\n"
" fragment_uv = vertex_uv;\n"
"}\n"
"\n"
;
const char * const TextureSimpleFragmentShader =
"#version 330\n"
"\n"
"in vec2 fragment_uv;\n"
"out vec4 FragColor;\n"
"\n"
"uniform sampler2D diffuse_texture;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = texture(diffuse_texture, fragment_uv);\n"
"}\n"
;
const char * const TextureSimpleVertexShader =
"#version 330\n"
"\n"
"in vec3 vertex_position;\n"
"in vec2 vertex_uv;\n"
"uniform mat4 MVP;\n"
"\n"
"out vec2 fragment_uv;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vertex_position, 1);\n"
" fragment_uv = vertex_uv;\n"
"}\n"
;
// clang-format on
} // namespace open3d::glsl
} // namespace open3d::visualization
} // namespace open3d