OpenSubdiv/examples/common/glslPtexCommon.glsl
Takahito Tejima 8fc0e5db93 Move Ptex code from osd to examples.
we're teasing out ptex specific data from core osd entities,
so there's no reason to keep ptex texturing utilities in core osd.
move them into example libs and let clients assemble shader snippets
as needed.

Also removing older ptex texturing code (without mipmap)
2015-05-07 13:56:48 -07:00

355 lines
12 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.
//
//----------------------------------------------------------
// Ptex.Common
//----------------------------------------------------------
struct PtexPacking {
int page;
int nMipmap;
int uOffset;
int vOffset;
int adjSizeDiffs[4];
int width;
int height;
};
PtexPacking getPtexPacking(isamplerBuffer packings, int faceID)
{
PtexPacking packing;
packing.page = texelFetch(packings, faceID*6).x;
packing.nMipmap = texelFetch(packings, faceID*6+1).x;
packing.uOffset = texelFetch(packings, faceID*6+2).x;
packing.vOffset = texelFetch(packings, faceID*6+3).x;
int wh = texelFetch(packings, faceID*6+5).x;
packing.width = 1 << (wh >> 8);
packing.height = 1 << (wh & 0xff);
int adjSizeDiffs = texelFetch(packings, faceID*6+4).x;
packing.adjSizeDiffs[0] = (adjSizeDiffs >> 12) & 0xf;
packing.adjSizeDiffs[1] = (adjSizeDiffs >> 8) & 0xf;
packing.adjSizeDiffs[2] = (adjSizeDiffs >> 4) & 0xf;
packing.adjSizeDiffs[3] = (adjSizeDiffs >> 0) & 0xf;
return packing;
}
int computeMipmapOffsetU(int w, int level)
{
int width = 1 << w;
int m = (0x55555555 & (width | (width-1))) << (w&1);
int x = ~((1 << (w -((level-1)&~1))) - 1);
return (m & x) + ((level+1)&~1);
}
int computeMipmapOffsetV(int h, int level)
{
int height = 1 << h;
int m = (0x55555555 & (height-1)) << ((h+1)&1);;
int x = ~((1 << (h - (level&~1))) - 1 );
return (m & x) + (level&~1);
}
PtexPacking getPtexPacking(isamplerBuffer packings, int faceID, int level)
{
PtexPacking packing;
packing.page = texelFetch(packings, faceID*6).x;
packing.nMipmap = texelFetch(packings, faceID*6+1).x;
packing.uOffset = texelFetch(packings, faceID*6+2).x;
packing.vOffset = texelFetch(packings, faceID*6+3).x;
int sizeDiffs = texelFetch(packings, faceID*6+4).x;
int wh = texelFetch(packings, faceID*6+5).x;
int w = wh >> 8;
int h = wh & 0xff;
// clamp max level
level = min(level, packing.nMipmap);
packing.uOffset += computeMipmapOffsetU(w, level);
packing.vOffset += computeMipmapOffsetV(h, level);
packing.width = 1 << (w-level);
packing.height = 1 << (h-level);
return packing;
}
void evalQuadraticBSpline(float u, out float B[3], out float BU[3])
{
B[0] = 0.5 * (u*u - 2.0*u + 1);
B[1] = 0.5 + u - u*u;
B[2] = 0.5 * u*u;
BU[0] = u - 1.0;
BU[1] = 1 - 2 * u;
BU[2] = u;
}
// ----------------------------------------------------------------------------
// Non-Mipmap Lookups
// ----------------------------------------------------------------------------
vec4 PtexLookupNearest(vec4 patchCoord,
sampler2DArray data,
isamplerBuffer packings)
{
vec2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
PtexPacking ppack = getPtexPacking(packings, faceID);
vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset,
uv.y * ppack.height + ppack.vOffset);
return texelFetch(data, ivec3(int(coords.x), int(coords.y), ppack.page), 0);
}
vec4 PtexLookupNearest(vec4 patchCoord,
int level,
sampler2DArray data,
isamplerBuffer packings)
{
vec2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
PtexPacking ppack = getPtexPacking(packings, faceID, level);
vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset,
uv.y * ppack.height + ppack.vOffset);
return texelFetch(data, ivec3(int(coords.x), int(coords.y), ppack.page), 0);
}
vec4 PtexLookupFast(vec4 patchCoord,
sampler2DArray data,
isamplerBuffer packings)
{
vec2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
PtexPacking ppack = getPtexPacking(packings, faceID);
ivec3 size = textureSize(data, 0);
vec2 coords = vec2((uv.x * ppack.width + ppack.uOffset)/size.x,
(uv.y * ppack.height + ppack.vOffset)/size.y);
return texture(data, vec3(coords.x, coords.y, ppack.page));
}
vec4 PtexLookupFast(vec4 patchCoord,
int level,
sampler2DArray data,
isamplerBuffer packings)
{
vec2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
PtexPacking ppack = getPtexPacking(packings, faceID, level);
ivec3 size = textureSize(data, 0);
vec2 coords = vec2((uv.x * ppack.width + ppack.uOffset)/size.x,
(uv.y * ppack.height + ppack.vOffset)/size.y);
return texture(data, vec3(coords.x, coords.y, ppack.page));
}
vec4 PtexLookup(vec4 patchCoord,
int level,
sampler2DArray data,
isamplerBuffer packings)
{
vec2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
PtexPacking ppack = getPtexPacking(packings, faceID, level);
vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset,
uv.y * ppack.height + ppack.vOffset);
coords -= vec2(0.5, 0.5);
int c0X = int(floor(coords.x));
int c1X = int(ceil(coords.x));
int c0Y = int(floor(coords.y));
int c1Y = int(ceil(coords.y));
float t = coords.x - float(c0X);
float s = coords.y - float(c0Y);
vec4 d0 = texelFetch(data, ivec3(c0X, c0Y, ppack.page), 0);
vec4 d1 = texelFetch(data, ivec3(c0X, c1Y, ppack.page), 0);
vec4 d2 = texelFetch(data, ivec3(c1X, c0Y, ppack.page), 0);
vec4 d3 = texelFetch(data, ivec3(c1X, c1Y, ppack.page), 0);
vec4 result = (1-t) * ((1-s)*d0 + s*d1) + t * ((1-s)*d2 + s*d3);
return result;
}
vec4 PtexLookupQuadratic(out vec4 du,
out vec4 dv,
vec4 patchCoord,
int level,
sampler2DArray data,
isamplerBuffer packings)
{
vec2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
PtexPacking ppack = getPtexPacking(packings, faceID, level);
vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset,
uv.y * ppack.height + ppack.vOffset);
coords -= vec2(0.5, 0.5);
int cX = int(round(coords.x));
int cY = int(round(coords.y));
float x = 0.5 - (float(cX) - coords.x);
float y = 0.5 - (float(cY) - coords.y);
vec4 d[9];
d[0] = texelFetch(data, ivec3(cX-1, cY-1, ppack.page), 0);
d[1] = texelFetch(data, ivec3(cX-1, cY-0, ppack.page), 0);
d[2] = texelFetch(data, ivec3(cX-1, cY+1, ppack.page), 0);
d[3] = texelFetch(data, ivec3(cX-0, cY-1, ppack.page), 0);
d[4] = texelFetch(data, ivec3(cX-0, cY-0, ppack.page), 0);
d[5] = texelFetch(data, ivec3(cX-0, cY+1, ppack.page), 0);
d[6] = texelFetch(data, ivec3(cX+1, cY-1, ppack.page), 0);
d[7] = texelFetch(data, ivec3(cX+1, cY-0, ppack.page), 0);
d[8] = texelFetch(data, ivec3(cX+1, cY+1, ppack.page), 0);
float B[3], D[3];
vec4 BUCP[3] = vec4[3](vec4(0,0,0,0), vec4(0,0,0,0), vec4(0,0,0,0)),
DUCP[3] = vec4[3](vec4(0,0,0,0), vec4(0,0,0,0), vec4(0,0,0,0));
evalQuadraticBSpline(y, B, D);
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; j++) {
vec4 A = d[i*3+j];
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
evalQuadraticBSpline(x, B, D);
vec4 result = vec4(0);
du = vec4(0);
dv = vec4(0);
for (int i = 0; i < 3; ++i) {
result += B[i] * BUCP[i];
du += D[i] * BUCP[i];
dv += B[i] * DUCP[i];
}
du *= ppack.width;
dv *= ppack.height;
return result;
}
// ----------------------------------------------------------------------------
// MipMap Lookups
// ----------------------------------------------------------------------------
vec4 PtexMipmapLookupNearest(vec4 patchCoord,
float level,
sampler2DArray data,
isamplerBuffer packings)
{
#if defined(SEAMLESS_MIPMAP)
// diff level
int faceID = int(patchCoord.w);
vec2 uv = patchCoord.xy;
PtexPacking packing = getPtexPacking(packings, faceID);
level += mix(mix(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x),
mix(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x),
uv.y);
#endif
int levelm = int(floor(level));
int levelp = int(ceil(level));
float t = level - float(levelm);
vec4 result = (1-t) * PtexLookupNearest(patchCoord, levelm, data, packings)
+ t * PtexLookupNearest(patchCoord, levelp, data, packings);
return result;
}
vec4 PtexMipmapLookup(vec4 patchCoord,
float level,
sampler2DArray data,
isamplerBuffer packings)
{
#if defined(SEAMLESS_MIPMAP)
// diff level
int faceID = int(patchCoord.w);
vec2 uv = patchCoord.xy;
PtexPacking packing = getPtexPacking(packings, faceID);
level += mix(mix(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x),
mix(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x),
uv.y);
#endif
int levelm = int(floor(level));
int levelp = int(ceil(level));
float t = level - float(levelm);
vec4 result = (1-t) * PtexLookup(patchCoord, levelm, data, packings)
+ t * PtexLookup(patchCoord, levelp, data, packings);
return result;
}
vec4 PtexMipmapLookupQuadratic(out vec4 du,
out vec4 dv,
vec4 patchCoord,
float level,
sampler2DArray data,
isamplerBuffer packings)
{
#if defined(SEAMLESS_MIPMAP)
// diff level
int faceID = int(patchCoord.w);
vec2 uv = patchCoord.xy;
PtexPacking packing = getPtexPacking(packings, faceID);
level += mix(mix(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x),
mix(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x),
uv.y);
#endif
int levelm = int(floor(level));
int levelp = int(ceil(level));
float t = level - float(levelm);
vec4 du0, du1, dv0, dv1;
vec4 r0 = PtexLookupQuadratic(du0, dv0, patchCoord, levelm, data, packings);
vec4 r1 = PtexLookupQuadratic(du1, dv1, patchCoord, levelp, data, packings);
vec4 result = mix(r0, r1, t);
du = mix(du0, du1, t);
dv = mix(dv0, dv1, t);
return result;
}
vec4 PtexMipmapLookupQuadratic(vec4 patchCoord,
float level,
sampler2DArray data,
isamplerBuffer packings)
{
vec4 du, dv;
return PtexMipmapLookupQuadratic(du, dv, patchCoord, level, data, packings);
}