mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-25 09:11:18 +00:00
add paint test example
This commit is contained in:
parent
50881546b4
commit
f745aa2807
@ -60,6 +60,7 @@ if( OPENGL_FOUND AND (GLEW_FOUND AND GLFW_FOUND) OR (APPLE AND GLFW_FOUND))
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add_subdirectory(glBatchViewer)
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add_subdirectory(simpleCpu)
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#add_subdirectory(evalTest)
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add_subdirectory(paintTest)
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if(PTEX_FOUND AND (NOT APPLE))
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# the ptexViewer example requires GL functionality not available on OSX
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add_subdirectory(ptexViewer)
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@ -277,4 +277,22 @@ apply(float *v, const float *m)
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v[3] = r[3];
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}
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inline void
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pickMatrix(float *m, float x, float y, float width, float height, const int *viewport)
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{
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float sx, sy;
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float tx, ty;
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sx = viewport[2] / width;
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sy = viewport[3] / height;
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tx = (viewport[2] + 2.0f * (viewport[0] - x)) / width;
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ty = (viewport[3] + 2.0f * (viewport[1] - y)) / height;
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identity(m);
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m[0] = sx;
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m[5] = sy;
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m[12] = tx;
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m[13] = ty;
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}
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#endif // SIMPLE_MATH_H
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113
examples/paintTest/CMakeLists.txt
Normal file
113
examples/paintTest/CMakeLists.txt
Normal file
@ -0,0 +1,113 @@
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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
|
||||
# any additions or changes to the software.
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||||
# A "contributor" is any person or entity that distributes its
|
||||
# contribution under this license.
|
||||
# "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,
|
||||
# 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.
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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
|
||||
# patents that you claim are infringed by the software, your
|
||||
# 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
|
||||
# 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.
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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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# *** paintTest ***
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set(SHADER_FILES
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shader.glsl
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paintShader.glsl
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)
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set(PLATFORM_LIBRARIES
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${OSD_LINK_TARGET}
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${OPENGL_LIBRARY}
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${GLEW_LIBRARY}
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${GLFW_LIBRARIES}
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)
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include_directories(
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${PROJECT_SOURCE_DIR}/opensubdiv
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${PROJECT_SOURCE_DIR}/regression
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${GLEW_INCLUDE_DIR}
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${GLFW_INCLUDE_DIR}
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)
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#-------------------------------------------------------------------------------
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# Shader Stringification
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# We want to use preprocessor include directives to include GLSL and OpenCL
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# shader source files in cpp files, but since the sources contain newline
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# characters we would need raw string literals from C++11 to do this directly.
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# To avoid depending on C++11 we instead use a small tool called "line_quote"
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# to generate source files that are suitable for direct inclusion.
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foreach(shader_file ${SHADER_FILES})
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string(REGEX REPLACE ".*[.](.*)" "\\1" extension ${shader_file})
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string(REGEX REPLACE "(.*)[.].*" "\\1.inc" inc_file ${shader_file})
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list(APPEND INC_FILES ${inc_file})
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add_custom_command(
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OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
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COMMAND stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
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${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
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DEPENDS stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
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)
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endforeach()
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_add_glfw_executable(paintTest
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main.cpp
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../common/font_image.cpp
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../common/hud.cpp
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../common/gl_hud.cpp
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${SHADER_FILES}
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${INC_FILES}
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)
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target_link_libraries(paintTest
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${PLATFORM_LIBRARIES}
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)
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1411
examples/paintTest/main.cpp
Normal file
1411
examples/paintTest/main.cpp
Normal file
File diff suppressed because it is too large
Load Diff
203
examples/paintTest/paintShader.glsl
Normal file
203
examples/paintTest/paintShader.glsl
Normal file
@ -0,0 +1,203 @@
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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
|
||||
// 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
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// automatically.
|
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// (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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||||
// 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 58
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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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uniform sampler2DArray textureImage_Data;
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uniform samplerBuffer textureImage_Packing;
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uniform isamplerBuffer textureImage_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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textureImage_Data,
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textureImage_Packing,
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textureImage_Pages).x;
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return position + 0.01*vec4(disp * normal, 0);
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}
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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 vec4 position;
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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 = ModelViewMatrix * position;
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}
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#endif
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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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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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in block {
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OutputVertex v;
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} input[3];
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out block {
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OutputVertex v;
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vec4 depthPosition;
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} output;
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void emit(int index, vec4 position)
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{
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vec2 uv = vec2(input[index].v.patchCoord.xy);
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output.v.position = ProjectionMatrix * position;
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output.depthPosition = ProjectionWithoutPickMatrix * position;
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output.v.patchCoord = input[index].v.patchCoord;
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gl_Position = vec4(uv*2-vec2(1.0), 0, 1);
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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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vec4 patchCoord[3];
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vec4 position[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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emit(0, position[0]);
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emit(1, position[1]);
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emit(2, position[2]);
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EndPrimitive();
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}
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#endif
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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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vec4 depthPosition;
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} input;
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layout(size1x32) uniform image2DArray outTextureImage;
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uniform sampler2D paintTexture;
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uniform sampler2D depthTexture;
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uniform int imageSize = 256;
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void
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main()
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{
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vec4 p = input.v.position;
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p.xyz /= p.w;
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vec4 wp = input.depthPosition;
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wp.z -= 0.001;
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wp.xyz /= wp.w;
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vec4 c = texture(paintTexture, p.xy*0.5+0.5);
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float depth = texture(depthTexture, wp.xy*0.5+0.5).x;
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if (wp.z*0.5+0.5 >= depth) return;
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ivec3 pos = ivec3(input.v.patchCoord.x * imageSize,
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input.v.patchCoord.y * imageSize,
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int(input.v.patchCoord.w));
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vec4 d = imageLoad(outTextureImage, pos);
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c = c + d;
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imageStore(outTextureImage, pos, c);
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discard;
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}
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#endif
|
324
examples/paintTest/shader.glsl
Normal file
324
examples/paintTest/shader.glsl
Normal file
@ -0,0 +1,324 @@
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//
|
||||
// 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)
|
||||
{
|
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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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|
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return texture(data, coords);
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}
|
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|
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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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|
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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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textureImage_Data,
|
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textureImage_Packing,
|
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textureImage_Pages).x;
|
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return position + 0.01*vec4(disp * normal, 0);
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}
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|
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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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|
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layout(triangles) in;
|
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|
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layout(triangle_strip, max_vertices = 3) out;
|
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|
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#define EDGE_VERTS 3
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|
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in block {
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OutputVertex v;
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} input[3];
|
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|
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out block {
|
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OutputVertex v;
|
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} output;
|
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|
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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.patchCoord = patchCoord;
|
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output.v.normal = normal;
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gl_Position = ProjectionMatrix * output.v.position;
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EmitVertex();
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}
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|
||||
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
|
@ -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 {
|
||||
|
Loading…
Reference in New Issue
Block a user