mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
c399655dcc
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
346 lines
9.6 KiB
GLSL
346 lines
9.6 KiB
GLSL
//
|
|
// Copyright 2013 Pixar
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "Apache License")
|
|
// with the following modification; you may not use this file except in
|
|
// compliance with the Apache License and the following modification to it:
|
|
// Section 6. Trademarks. is deleted and replaced with:
|
|
//
|
|
// 6. Trademarks. This License does not grant permission to use the trade
|
|
// names, trademarks, service marks, or product names of the Licensor
|
|
// and its affiliates, except as required to comply with Section 4(c) of
|
|
// the License and to reproduce the content of the NOTICE file.
|
|
//
|
|
// You may obtain a copy of the Apache License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the Apache License with the above modification is
|
|
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
|
|
// KIND, either express or implied. See the Apache License for the specific
|
|
// language governing permissions and limitations under the Apache License.
|
|
//
|
|
|
|
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);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Uniform Blocks
|
|
//--------------------------------------------------------------
|
|
|
|
layout(std140) uniform Transform {
|
|
mat4 ModelViewMatrix;
|
|
mat4 ProjectionMatrix;
|
|
mat4 ModelViewProjectionMatrix;
|
|
mat4 ModelViewInverseMatrix;
|
|
mat4 ProjectionWithoutPickMatrix;
|
|
};
|
|
|
|
layout(std140) uniform Tessellation {
|
|
float TessLevel;
|
|
};
|
|
|
|
uniform int GregoryQuadOffsetBase;
|
|
uniform int PrimitiveIdBase;
|
|
|
|
//--------------------------------------------------------------
|
|
// Osd external functions
|
|
//--------------------------------------------------------------
|
|
|
|
mat4 OsdModelViewMatrix()
|
|
{
|
|
return ModelViewMatrix;
|
|
}
|
|
mat4 OsdProjectionMatrix()
|
|
{
|
|
return ProjectionMatrix;
|
|
}
|
|
mat4 OsdModelViewProjectionMatrix()
|
|
{
|
|
return ModelViewProjectionMatrix;
|
|
}
|
|
float OsdTessLevel()
|
|
{
|
|
return TessLevel;
|
|
}
|
|
int OsdGregoryQuadOffsetBase()
|
|
{
|
|
return GregoryQuadOffsetBase;
|
|
}
|
|
int OsdPrimitiveIdBase()
|
|
{
|
|
return PrimitiveIdBase;
|
|
}
|
|
int OsdBaseVertex()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Geometry Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef GEOMETRY_SHADER
|
|
|
|
layout(triangles) in;
|
|
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
#define EDGE_VERTS 3
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} inpt[3];
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
noperspective out vec4 edgeDistance;
|
|
} outpt;
|
|
|
|
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
|
|
{
|
|
outpt.v.position = position;
|
|
outpt.v.patchCoord = patchCoord;
|
|
outpt.v.normal = normal;
|
|
|
|
gl_Position = ProjectionMatrix * outpt.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])
|
|
{
|
|
outpt.edgeDistance[0] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
|
|
outpt.edgeDistance[1] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
|
|
outpt.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] = inpt[0].v.patchCoord;
|
|
patchCoord[1] = inpt[1].v.patchCoord;
|
|
patchCoord[2] = inpt[2].v.patchCoord;
|
|
|
|
#ifdef USE_PTEX_DISPLACEMENT
|
|
position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
|
|
position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
|
|
position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
|
|
#else
|
|
position[0] = inpt[0].v.position;
|
|
position[1] = inpt[1].v.position;
|
|
position[2] = inpt[2].v.position;
|
|
#endif
|
|
|
|
normal[0] = inpt[0].v.normal;
|
|
normal[1] = inpt[1].v.normal;
|
|
normal[2] = inpt[2].v.normal;
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
vec4 edgeVerts[EDGE_VERTS];
|
|
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
|
|
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
|
|
edgeVerts[2] = ProjectionMatrix * inpt[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;
|
|
noperspective in vec4 edgeDistance;
|
|
} inpt;
|
|
|
|
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(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.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 ? inpt.v.normal : -inpt.v.normal);
|
|
#ifdef USE_PTEX_DISPLACEMENT
|
|
N = perturbNormalFromDisplacement(inpt.v.position.xyz,
|
|
N,
|
|
inpt.v.patchCoord);
|
|
#endif
|
|
|
|
vec4 Cf = vec4(1.0);
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
Cf = edgeColor(Cf, inpt.edgeDistance);
|
|
#endif
|
|
|
|
#ifdef USE_PTEX_COLOR
|
|
Cf = Cf * (vec4(1) - vec4(PTexLookup(inpt.v.patchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing,
|
|
textureImage_Pages).x));
|
|
#endif
|
|
|
|
Cf = lighting(Cf, inpt.v.position.xyz, N);
|
|
|
|
outColor = Cf;
|
|
}
|
|
|
|
#endif
|