OpenSubdiv/examples/paintTest/paintShader.glsl

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2013-03-12 16:54:12 +00:00
//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
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// a particular purpose and non-infringement.
//
#line 58
vec4 PTexLookup(vec4 patchCoord,
sampler2DArray data,
samplerBuffer packings,
isamplerBuffer pages)
{
vec2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
int page = texelFetch(pages, faceID).x;
vec4 packing = texelFetch(packings, faceID);
vec3 coords = vec3( packing.x + uv.x * packing.z,
packing.y + uv.y * packing.w,
page);
return texture(data, coords);
}
uniform sampler2DArray textureImage_Data;
uniform samplerBuffer textureImage_Packing;
uniform isamplerBuffer textureImage_Pages;
vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
{
float disp = PTexLookup(patchCoord,
textureImage_Data,
textureImage_Packing,
textureImage_Pages).x;
return position + 0.01*vec4(disp * normal, 0);
}
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
out block {
OutputVertex v;
} output;
void main()
{
output.v.position = ModelViewMatrix * position;
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in block {
OutputVertex v;
} input[3];
out block {
OutputVertex v;
vec4 depthPosition;
} output;
void emit(int index, vec4 position)
{
vec2 uv = vec2(input[index].v.patchCoord.xy);
output.v.position = ProjectionMatrix * position;
output.depthPosition = ProjectionWithoutPickMatrix * position;
output.v.patchCoord = input[index].v.patchCoord;
gl_Position = vec4(uv*2-vec2(1.0), 0, 1);
EmitVertex();
}
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
vec4 patchCoord[3];
vec4 position[3];
// patch coords are computed in tessellation shader
patchCoord[0] = input[0].v.patchCoord;
patchCoord[1] = input[1].v.patchCoord;
patchCoord[2] = input[2].v.patchCoord;
#ifdef USE_PTEX_DISPLACEMENT
position[0] = displacement(input[0].v.position, input[0].v.normal, patchCoord[0]);
position[1] = displacement(input[1].v.position, input[1].v.normal, patchCoord[1]);
position[2] = displacement(input[2].v.position, input[2].v.normal, patchCoord[2]);
#else
position[0] = input[0].v.position;
position[1] = input[1].v.position;
position[2] = input[2].v.position;
#endif
emit(0, position[0]);
emit(1, position[1]);
emit(2, position[2]);
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
vec4 depthPosition;
} input;
layout(size1x32) uniform image2DArray outTextureImage;
uniform sampler2D paintTexture;
uniform sampler2D depthTexture;
uniform int imageSize = 256;
void
main()
{
vec4 p = input.v.position;
p.xyz /= p.w;
vec4 wp = input.depthPosition;
wp.z -= 0.001;
wp.xyz /= wp.w;
vec4 c = texture(paintTexture, p.xy*0.5+0.5);
float depth = texture(depthTexture, wp.xy*0.5+0.5).x;
if (wp.z*0.5+0.5 >= depth) return;
ivec3 pos = ivec3(input.v.patchCoord.x * imageSize,
input.v.patchCoord.y * imageSize,
int(input.v.patchCoord.w));
vec4 d = imageLoad(outTextureImage, pos);
c = c + d;
imageStore(outTextureImage, pos, c);
discard;
}
#endif