mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-29 14:51:05 +00:00
455 lines
14 KiB
Plaintext
455 lines
14 KiB
Plaintext
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#line 57
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//--------------------------------------------------------------
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// Common
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//--------------------------------------------------------------
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uniform isamplerBuffer g_ptexIndicesBuffer;
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uniform int nonAdaptiveLevel;
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vec4 GeneratePatchCoord(vec2 localUV) // for non-adpative
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{
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ivec2 ptexIndex = texelFetch(g_ptexIndicesBuffer, gl_PrimitiveID).xy;
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int faceID = abs(ptexIndex.x);
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int lv = 1 << nonAdaptiveLevel;
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if (ptexIndex.x < 0) lv >>= 1;
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int u = ptexIndex.y >> 16;
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int v = (ptexIndex.y & 0xffff);
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vec2 uv = localUV;
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uv = (uv * vec2(1.0)/lv) + vec2(u, v)/lv;
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return vec4(uv.x, uv.y, lv+0.5, faceID+0.5);
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}
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vec4 PTexLookup(vec4 patchCoord,
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sampler2DArray data,
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samplerBuffer packings,
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isamplerBuffer pages)
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{
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vec2 uv = patchCoord.xy;
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int faceID = int(patchCoord.w);
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int page = texelFetch(pages, faceID).x;
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vec4 packing = texelFetch(packings, faceID);
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vec3 coords = vec3( packing.x + uv.x * packing.z,
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packing.y + uv.y * packing.w,
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page);
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return texture(data, coords);
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}
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#ifdef USE_PTEX_DISPLACEMENT
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#define OSD_DISPLACEMENT_CALLBACK \
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output.v.position = \
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displacement(output.v.position, \
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output.v.normal, \
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output.v.patchCoord);
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uniform sampler2DArray textureDisplace_Data;
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uniform samplerBuffer textureDisplace_Packing;
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uniform isamplerBuffer textureDisplace_Pages;
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vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
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{
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float disp = PTexLookup(patchCoord,
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textureDisplace_Data,
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textureDisplace_Packing,
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textureDisplace_Pages).x;
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return position + vec4(disp * normal, 0);
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}
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#endif
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//--------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------
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#ifdef VERTEX_SHADER
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layout (location=0) in vec3 position;
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layout (location=1) in vec3 normal;
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out block {
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OutputVertex v;
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} output;
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void main()
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{
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output.v.position = vec4(position, 1);
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output.v.normal = normal;
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}
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#endif // VERTEX_SHADER
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//--------------------------------------------------------------
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// Geometry Shader
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//--------------------------------------------------------------
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#ifdef GEOMETRY_SHADER
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#ifdef PRIM_QUAD
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layout(lines_adjacency) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 5) out;
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#endif
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in block {
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OutputVertex v;
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} input[4];
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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layout(triangles) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 3) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 4) out;
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#endif
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in block {
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OutputVertex v;
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} input[3];
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#endif // PRIM_TRI
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out block {
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OutputVertex v;
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} output;
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void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
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{
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output.v.position = position;
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output.v.normal = normal;
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output.v.patchCoord = patchCoord;
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output.v.tangent = input[index].v.tangent;
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gl_Position = ProjectionMatrix * output.v.position;
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EmitVertex();
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}
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_QUAD
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#ifdef GEOMETRY_OUT_FILL
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vec4 patchCoord[4];
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vec4 position[4];
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vec3 normal[4];
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// need to generate patch coord for non-patch quads
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patchCoord[0] = GeneratePatchCoord(vec2(0, 0));
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patchCoord[1] = GeneratePatchCoord(vec2(1, 0));
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patchCoord[2] = GeneratePatchCoord(vec2(1, 1));
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patchCoord[3] = GeneratePatchCoord(vec2(0, 1));
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(input[0].v.position, input[0].v.normal, patchCoord[0]);
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position[1] = displacement(input[1].v.position, input[1].v.normal, patchCoord[1]);
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position[2] = displacement(input[2].v.position, input[2].v.normal, patchCoord[2]);
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position[3] = displacement(input[3].v.position, input[3].v.normal, patchCoord[3]);
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#else
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position[0] = input[0].v.position;
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position[1] = input[1].v.position;
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position[2] = input[2].v.position;
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position[3] = input[3].v.position;
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#endif
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#ifdef FLAT_NORMALS
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// XXX: need to use vec C to get triangle normal.
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vec3 A = (position[0] - position[1]).xyz;
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vec3 B = (position[3] - position[1]).xyz;
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vec3 C = (position[2] - position[1]).xyz;
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normal[0] = normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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normal[3] = normal[0];
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#else
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normal[0] = input[0].v.normal;
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normal[1] = input[1].v.normal;
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normal[2] = input[2].v.normal;
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normal[3] = input[3].v.normal;
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#endif
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emit(0, position[0], normal[0], patchCoord[0]);
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emit(1, position[1], normal[1], patchCoord[1]);
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emit(3, position[3], normal[3], patchCoord[3]);
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emit(2, position[2], normal[2], patchCoord[2]);
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#else // GEOMETRY_OUT_LINE
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emit(0, position[0], vec3(0), patchCoord[0]);
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emit(1, position[1], vec3(0), patchCoord[1]);
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emit(2, position[2], vec3(0), patchCoord[2]);
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emit(3, position[3], vec3(0), patchCoord[3]);
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emit(0, position[0], vec3(0), patchCoord[0]);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec4 position[3];
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vec4 patchCoord[3];
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vec3 normal[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = input[0].v.patchCoord;
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patchCoord[1] = input[1].v.patchCoord;
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patchCoord[2] = input[2].v.patchCoord;
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(input[0].v.position, input[0].v.normal, patchCoord[0]);
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position[1] = displacement(input[1].v.position, input[1].v.normal, patchCoord[1]);
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position[2] = displacement(input[2].v.position, input[2].v.normal, patchCoord[2]);
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#else
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position[0] = input[0].v.position;
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position[1] = input[1].v.position;
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position[2] = input[2].v.position;
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#endif
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#ifdef FLAT_NORMALS // emit flat normals for displaced surface
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vec3 A = (position[0] - position[1]).xyz;
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vec3 B = (position[2] - position[1]).xyz;
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normal[0] = normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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#else
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normal[0] = input[0].v.normal;
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normal[1] = input[1].v.normal;
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normal[2] = input[2].v.normal;
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#endif
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emit(0, position[0], normal[0], patchCoord[0]);
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emit(1, position[1], normal[1], patchCoord[1]);
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emit(2, position[2], normal[2], patchCoord[2]);
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#ifdef GEOMETRY_OUT_LINE
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emit(0, position[0], normal[0], patchCoord[0]);
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#endif //GEOMETRY_OUT_LINE
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#endif // PRIM_TRI
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EndPrimitive();
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}
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#endif // GEOMETRY_SHADER
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//--------------------------------------------------------------
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// Fragment Shader
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//--------------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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in block {
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OutputVertex v;
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} input;
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uniform int ptexFaceOffset;
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#ifdef USE_PTEX_COLOR
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uniform sampler2DArray textureImage_Data;
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uniform samplerBuffer textureImage_Packing;
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uniform isamplerBuffer textureImage_Pages;
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#endif
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#ifdef USE_PTEX_OCCLUSION
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uniform sampler2DArray textureOcclusion_Data;
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uniform samplerBuffer textureOcclusion_Packing;
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uniform isamplerBuffer textureOcclusion_Pages;
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#endif
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#if USE_PTEX_NORMAL
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uniform sampler2DArray textureDisplace_Data;
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uniform samplerBuffer textureDisplace_Packing;
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uniform isamplerBuffer textureDisplace_Pages;
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vec3
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perturbNormalFromDisplacement(vec3 position, vec3 normal, vec4 patchCoord)
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{
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// by Morten S. Mikkelsen
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// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
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// slightly modified for ptex guttering
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vec3 vSigmaS = dFdx(position);
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vec3 vSigmaT = dFdy(position);
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vec3 vN = normal;
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vec3 vR1 = cross(vSigmaT, vN);
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vec3 vR2 = cross(vN, vSigmaS);
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float fDet = dot(vSigmaS, vR1);
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#if 0
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// not work well with ptex
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float dBs = dFdx(disp);
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float dBt = dFdy(disp);
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#else
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vec2 texDx = dFdx(patchCoord.xy);
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vec2 texDy = dFdy(patchCoord.xy);
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// limit forward differencing to the width of ptex gutter
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const float resolution = 128.0;
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float d = min(1, (0.5/resolution)/max(length(texDx), length(texDy)));
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vec4 STll = patchCoord;
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vec4 STlr = patchCoord + d * vec4(texDx.x, texDx.y, 0, 0);
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vec4 STul = patchCoord + d * vec4(texDy.x, texDy.y, 0, 0);
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float Hll = PTexLookup(STll, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
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float Hlr = PTexLookup(STlr, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
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float Hul = PTexLookup(STul, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
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float dBs = (Hlr - Hll)/d;
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float dBt = (Hul - Hll)/d;
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#endif
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vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
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return normalize(abs(fDet) * vN - vSurfGrad);
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}
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#endif // USE_PTEX_NORMAL
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uniform sampler2D diffuseEnvironmentMap;
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uniform sampler2D specularEnvironmentMap;
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#define NUM_LIGHTS 1
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struct LightSource {
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vec4 position;
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vec4 diffuse;
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vec4 ambient;
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vec4 specular;
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};
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layout(std140) uniform Lighting {
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LightSource lightSource[NUM_LIGHTS];
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};
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uniform vec4 diffuseColor;
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uniform vec4 ambientColor;
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uniform vec4 specularColor;
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uniform vec3 eyePositionInWorld;
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uniform float fresnelBias;
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uniform float fresnelScale;
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uniform float fresnelPower;
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vec4 getEnvironment(sampler2D sampler, vec3 dir)
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{
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return texture(sampler, vec2((atan(dir.x,dir.z)/3.1415926+1)*0.5, (1-dir.y)*0.5));
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}
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void
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main()
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{
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#ifdef USE_PTEX_COLOR
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vec4 texColor = PTexLookup(input.v.patchCoord,
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textureImage_Data,
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textureImage_Packing,
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textureImage_Pages);
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#else
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vec4 texColor = vec4(1);
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#endif
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#if USE_PTEX_NORMAL
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vec3 objN = perturbNormalFromDisplacement(input.v.position.xyz,
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input.v.normal,
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input.v.patchCoord);
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#else
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vec3 objN = input.v.normal;
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#endif
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#ifdef USE_PTEX_OCCLUSION
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float occ = PTexLookup(input.v.patchCoord,
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textureOcclusion_Data,
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textureOcclusion_Packing,
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textureOcclusion_Pages).x;
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#else
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float occ = 0.0;
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#endif
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|
||
|
vec4 a = ambientColor;
|
||
|
|
||
|
#ifdef USE_DIFFUSE_ENV_MAP
|
||
|
vec4 d = getEnvironment(diffuseEnvironmentMap, objN) * 1.4;
|
||
|
#else
|
||
|
vec4 d = vec4(1);
|
||
|
#endif
|
||
|
|
||
|
vec3 eye = normalize(input.v.position.xyz - eyePositionInWorld);
|
||
|
|
||
|
#ifdef USE_SPECULAR_ENV_MAP
|
||
|
vec3 reflect = reflect(eye, objN);
|
||
|
vec4 s = getEnvironment(specularEnvironmentMap, reflect);
|
||
|
#else
|
||
|
vec4 s = vec4(1);
|
||
|
#endif
|
||
|
|
||
|
float fresnel = fresnelBias + fresnelScale * pow(1.0+dot(objN,eye), fresnelPower);
|
||
|
|
||
|
a *= (1.0-occ);
|
||
|
d *= (1.0-occ)*diffuseColor;
|
||
|
s *= (1.0-pow(occ, 0.2)) * specularColor * fresnel;
|
||
|
|
||
|
gl_FragColor = (a + d) * texColor + s;
|
||
|
gl_FragColor = pow(gl_FragColor, vec4(0.4545));
|
||
|
}
|
||
|
|
||
|
#endif // FRAGMENT_SHADER
|