add paint test example

This commit is contained in:
Takahito Tejima 2013-03-12 09:54:12 -07:00
parent 50881546b4
commit f745aa2807
7 changed files with 2074 additions and 1 deletions

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@ -59,7 +59,8 @@ if( OPENGL_FOUND AND (GLEW_FOUND AND GLFW_FOUND) OR (APPLE AND GLFW_FOUND))
add_subdirectory(glViewer)
add_subdirectory(glBatchViewer)
add_subdirectory(simpleCpu)
#add_subdirectory(evalTest)
#add_subdirectory(evalTest)
add_subdirectory(paintTest)
if(PTEX_FOUND AND (NOT APPLE))
# the ptexViewer example requires GL functionality not available on OSX
add_subdirectory(ptexViewer)

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@ -277,4 +277,22 @@ apply(float *v, const float *m)
v[3] = r[3];
}
inline void
pickMatrix(float *m, float x, float y, float width, float height, const int *viewport)
{
float sx, sy;
float tx, ty;
sx = viewport[2] / width;
sy = viewport[3] / height;
tx = (viewport[2] + 2.0f * (viewport[0] - x)) / width;
ty = (viewport[3] + 2.0f * (viewport[1] - y)) / height;
identity(m);
m[0] = sx;
m[5] = sy;
m[12] = tx;
m[13] = ty;
}
#endif // SIMPLE_MATH_H

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@ -0,0 +1,113 @@
#
# 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
# exclude the implied warranties of merchantability, fitness for
# a particular purpose and non-infringement.
#
# *** paintTest ***
set(SHADER_FILES
shader.glsl
paintShader.glsl
)
set(PLATFORM_LIBRARIES
${OSD_LINK_TARGET}
${OPENGL_LIBRARY}
${GLEW_LIBRARY}
${GLFW_LIBRARIES}
)
include_directories(
${PROJECT_SOURCE_DIR}/opensubdiv
${PROJECT_SOURCE_DIR}/regression
${GLEW_INCLUDE_DIR}
${GLFW_INCLUDE_DIR}
)
#-------------------------------------------------------------------------------
# Shader Stringification
# We want to use preprocessor include directives to include GLSL and OpenCL
# shader source files in cpp files, but since the sources contain newline
# characters we would need raw string literals from C++11 to do this directly.
# To avoid depending on C++11 we instead use a small tool called "line_quote"
# to generate source files that are suitable for direct inclusion.
foreach(shader_file ${SHADER_FILES})
string(REGEX REPLACE ".*[.](.*)" "\\1" extension ${shader_file})
string(REGEX REPLACE "(.*)[.].*" "\\1.inc" inc_file ${shader_file})
list(APPEND INC_FILES ${inc_file})
add_custom_command(
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
COMMAND stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
DEPENDS stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
)
endforeach()
_add_glfw_executable(paintTest
main.cpp
../common/font_image.cpp
../common/hud.cpp
../common/gl_hud.cpp
${SHADER_FILES}
${INC_FILES}
)
target_link_libraries(paintTest
${PLATFORM_LIBRARIES}
)

1411
examples/paintTest/main.cpp Normal file

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@ -0,0 +1,203 @@
//
// 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
// exclude the implied warranties of merchantability, fitness for
// 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

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@ -0,0 +1,324 @@
//
// 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
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
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);
}
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#define EDGE_VERTS 3
in block {
OutputVertex v;
} input[3];
out block {
OutputVertex v;
} output;
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
{
output.v.position = position;
output.v.patchCoord = patchCoord;
output.v.normal = normal;
gl_Position = ProjectionMatrix * output.v.position;
EmitVertex();
}
const float VIEWPORT_SCALE = 1024.0; // XXXdyu
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, vec4 position, vec3 normal, vec4 patchCoord, vec4 edgeVerts[EDGE_VERTS])
{
output.v.edgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
output.v.edgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
output.v.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
emit(index, position, normal, patchCoord);
}
// --------------------------------------
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
vec4 position[3];
vec4 patchCoord[3];
vec3 normal[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
normal[0] = input[0].v.normal;
normal[1] = input[1].v.normal;
normal[2] = input[2].v.normal;
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * input[0].v.position;
edgeVerts[1] = ProjectionMatrix * input[1].v.position;
edgeVerts[2] = ProjectionMatrix * input[2].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
emit(0, position[0], normal[0], patchCoord[0], edgeVerts);
emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
#else
emit(0, position[0], normal[0], patchCoord[0]);
emit(1, position[1], normal[1], patchCoord[1]);
emit(2, position[2], normal[2], patchCoord[2]);
#endif
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
} input;
out vec4 outColor;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
layout(std140) uniform Lighting {
LightSource lightSource[NUM_LIGHTS];
};
uniform vec4 diffuseColor = vec4(1);
uniform vec4 ambientColor = vec4(1);
vec4
lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
{
vec4 color = vec4(0);
for (int i = 0; i < NUM_LIGHTS; ++i) {
vec4 Plight = lightSource[i].position;
vec3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
vec3 n = normalize(Neye);
vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
float d = max(0.0, dot(n, l));
float s = pow(max(0.0, dot(n, h)), 500.0f);
color += lightSource[i].ambient * ambientColor
+ d * lightSource[i].diffuse * diffuse
+ s * lightSource[i].specular;
}
color.a = 1;
return color;
}
#ifdef USE_PTEX_DISPLACEMENT
vec3
perturbNormalFromDisplacement(vec3 position, vec3 normal, vec4 patchCoord)
{
// by Morten S. Mikkelsen
// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
// slightly modified for ptex guttering
vec3 vSigmaS = dFdx(position);
vec3 vSigmaT = dFdy(position);
vec3 vN = normal;
vec3 vR1 = cross(vSigmaT, vN);
vec3 vR2 = cross(vN, vSigmaS);
float fDet = dot(vSigmaS, vR1);
vec2 texDx = dFdx(patchCoord.xy);
vec2 texDy = dFdy(patchCoord.xy);
// limit forward differencing to the width of ptex gutter
const float resolution = 128.0;
float d = (0.5/resolution)/max(length(texDx), length(texDy));
vec4 STll = patchCoord;
vec4 STlr = patchCoord + d * vec4(texDx.x, texDx.y, 0, 0);
vec4 STul = patchCoord + d * vec4(texDy.x, texDy.y, 0, 0);
float Hll = PTexLookup(STll, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
float Hlr = PTexLookup(STlr, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
float Hul = PTexLookup(STul, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
float dBs = (Hlr - Hll)/d;
float dBt = (Hul - Hll)/d;
vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
return normalize(abs(fDet) * vN - vSurfGrad);
}
#endif // USE_PTEX_NORMAL
vec4
edgeColor(vec4 Cfill, vec4 edgeDistance)
{
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
float d =
min(input.v.edgeDistance[0], min(input.v.edgeDistance[1], input.v.edgeDistance[2]));
vec4 Cedge = vec4(0.5, 0.5, 0.5, 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;
}
void
main()
{
vec3 N = (gl_FrontFacing ? input.v.normal : -input.v.normal);
#ifdef USE_PTEX_DISPLACEMENT
N = perturbNormalFromDisplacement(input.v.position.xyz,
N,
input.v.patchCoord);
#endif
vec4 Cf = vec4(1.0);
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
Cf = edgeColor(Cf, input.v.edgeDistance);
#endif
#ifdef USE_PTEX_COLOR
Cf = Cf * (vec4(1) - vec4(PTexLookup(input.v.patchCoord,
textureImage_Data,
textureImage_Packing,
textureImage_Pages).x));
#endif
Cf = lighting(Cf, input.v.position.xyz, N);
outColor = Cf;
}
#endif

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@ -120,6 +120,9 @@ layout(std140) uniform Transform {
mat4 ProjectionMatrix;
mat4 ModelViewProjectionMatrix;
mat4 ModelViewInverseMatrix;
#ifdef OSD_USER_TRANSFORM_UNIFORMS
OSD_USER_TRANSFORM_UNIFORMS
#endif
};
layout(std140) uniform Tessellation {