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https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: 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.
418 lines
12 KiB
GLSL
418 lines
12 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#line 57
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//--------------------------------------------------------------
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// Common
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//--------------------------------------------------------------
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vec4 GeneratePatchCoord(vec2 localUV) // for non-adpative
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{
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ivec2 ptexIndex = texelFetch(OsdPatchParamBuffer, gl_PrimitiveID).xy;
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int faceID = ptexIndex.x;
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int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1));
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int u = (ptexIndex.y >> 17) & 0x3ff;
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int v = (ptexIndex.y >> 7) & 0x3ff;
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vec2 uv = localUV;
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uv = (uv * vec2(1.0)/lv) + vec2(u, v)/lv;
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}
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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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#ifdef USE_PTEX_DISPLACEMENT
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#define OSD_DISPLACEMENT_CALLBACK \
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outpt.v.position = \
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displacement(outpt.v.position, \
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outpt.v.normal, \
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outpt.v.patchCoord);
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uniform sampler2DArray textureDisplace_Data;
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uniform samplerBuffer textureDisplace_Packing;
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uniform isamplerBuffer textureDisplace_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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textureDisplace_Data,
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textureDisplace_Packing,
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textureDisplace_Pages).x;
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return position + vec4(disp * normal, 0);
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}
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#endif
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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 vec3 position;
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layout (location=1) in vec3 normal;
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out block {
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OutputVertex v;
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} outpt;
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void main()
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{
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outpt.v.position = vec4(position, 1);
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outpt.v.normal = normal;
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}
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#endif // VERTEX_SHADER
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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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#ifdef PRIM_QUAD
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layout(lines_adjacency) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 5) out;
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#endif
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in block {
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OutputVertex v;
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} inpt[4];
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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layout(triangles) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 3) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 4) out;
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#endif
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in block {
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OutputVertex v;
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} inpt[3];
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#endif // PRIM_TRI
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out block {
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OutputVertex v;
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} outpt;
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void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
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{
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outpt.v.position = position;
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outpt.v.normal = normal;
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outpt.v.patchCoord = patchCoord;
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outpt.v.tangent = inpt[index].v.tangent;
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gl_Position = ProjectionMatrix * outpt.v.position;
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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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#ifdef PRIM_QUAD
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#ifdef GEOMETRY_OUT_FILL
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vec4 patchCoord[4];
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vec4 position[4];
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vec3 normal[4];
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// need to generate patch coord for non-patch quads
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patchCoord[0] = GeneratePatchCoord(vec2(0, 0));
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patchCoord[1] = GeneratePatchCoord(vec2(1, 0));
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patchCoord[2] = GeneratePatchCoord(vec2(1, 1));
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patchCoord[3] = GeneratePatchCoord(vec2(0, 1));
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
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position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
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position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
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position[3] = displacement(inpt[3].v.position, inpt[3].v.normal, patchCoord[3]);
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#else
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position[0] = inpt[0].v.position;
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position[1] = inpt[1].v.position;
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position[2] = inpt[2].v.position;
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position[3] = inpt[3].v.position;
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#endif
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#ifdef FLAT_NORMALS
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// XXX: need to use vec C to get triangle normal.
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vec3 A = (position[0] - position[1]).xyz;
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vec3 B = (position[3] - position[1]).xyz;
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vec3 C = (position[2] - position[1]).xyz;
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normal[0] = normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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normal[3] = normal[0];
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#else
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normal[0] = inpt[0].v.normal;
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normal[1] = inpt[1].v.normal;
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normal[2] = inpt[2].v.normal;
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normal[3] = inpt[3].v.normal;
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#endif
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emit(0, position[0], normal[0], patchCoord[0]);
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emit(1, position[1], normal[1], patchCoord[1]);
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emit(3, position[3], normal[3], patchCoord[3]);
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emit(2, position[2], normal[2], patchCoord[2]);
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#else // GEOMETRY_OUT_LINE
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emit(0, position[0], vec3(0), patchCoord[0]);
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emit(1, position[1], vec3(0), patchCoord[1]);
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emit(2, position[2], vec3(0), patchCoord[2]);
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emit(3, position[3], vec3(0), patchCoord[3]);
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emit(0, position[0], vec3(0), patchCoord[0]);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec4 position[3];
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vec4 patchCoord[3];
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vec3 normal[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = inpt[0].v.patchCoord;
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patchCoord[1] = inpt[1].v.patchCoord;
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patchCoord[2] = inpt[2].v.patchCoord;
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
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position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
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position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
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#else
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position[0] = inpt[0].v.position;
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position[1] = inpt[1].v.position;
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position[2] = inpt[2].v.position;
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#endif
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#ifdef FLAT_NORMALS // emit flat normals for displaced surface
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vec3 A = (position[0] - position[1]).xyz;
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vec3 B = (position[2] - position[1]).xyz;
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normal[0] = normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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#else
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normal[0] = inpt[0].v.normal;
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normal[1] = inpt[1].v.normal;
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normal[2] = inpt[2].v.normal;
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#endif
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emit(0, position[0], normal[0], patchCoord[0]);
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emit(1, position[1], normal[1], patchCoord[1]);
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emit(2, position[2], normal[2], patchCoord[2]);
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#ifdef GEOMETRY_OUT_LINE
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emit(0, position[0], normal[0], patchCoord[0]);
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#endif //GEOMETRY_OUT_LINE
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#endif // PRIM_TRI
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EndPrimitive();
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}
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#endif // GEOMETRY_SHADER
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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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} inpt;
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uniform int ptexFaceOffset;
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#ifdef USE_PTEX_COLOR
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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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#endif
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#ifdef USE_PTEX_OCCLUSION
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uniform sampler2DArray textureOcclusion_Data;
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uniform samplerBuffer textureOcclusion_Packing;
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uniform isamplerBuffer textureOcclusion_Pages;
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#endif
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#if USE_PTEX_NORMAL
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uniform sampler2DArray textureDisplace_Data;
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uniform samplerBuffer textureDisplace_Packing;
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uniform isamplerBuffer textureDisplace_Pages;
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vec3
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perturbNormalFromDisplacement(vec3 position, vec3 normal, vec4 patchCoord)
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{
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// by Morten S. Mikkelsen
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// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
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// slightly modified for ptex guttering
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vec3 vSigmaS = dFdx(position);
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vec3 vSigmaT = dFdy(position);
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vec3 vN = normal;
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vec3 vR1 = cross(vSigmaT, vN);
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vec3 vR2 = cross(vN, vSigmaS);
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float fDet = dot(vSigmaS, vR1);
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#if 0
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// not work well with ptex
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float dBs = dFdx(disp);
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float dBt = dFdy(disp);
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#else
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vec2 texDx = dFdx(patchCoord.xy);
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vec2 texDy = dFdy(patchCoord.xy);
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// limit forward differencing to the width of ptex gutter
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const float resolution = 128.0;
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float d = min(1, (0.5/resolution)/max(length(texDx), length(texDy)));
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vec4 STll = patchCoord;
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vec4 STlr = patchCoord + d * vec4(texDx.x, texDx.y, 0, 0);
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vec4 STul = patchCoord + d * vec4(texDy.x, texDy.y, 0, 0);
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float Hll = PTexLookup(STll, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
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float Hlr = PTexLookup(STlr, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
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float Hul = PTexLookup(STul, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
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float dBs = (Hlr - Hll)/d;
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float dBt = (Hul - Hll)/d;
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#endif
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vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
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return normalize(abs(fDet) * vN - vSurfGrad);
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}
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#endif // USE_PTEX_NORMAL
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uniform sampler2D diffuseEnvironmentMap;
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uniform sampler2D specularEnvironmentMap;
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#define NUM_LIGHTS 1
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struct LightSource {
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vec4 position;
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vec4 diffuse;
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vec4 ambient;
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vec4 specular;
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};
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layout(std140) uniform Lighting {
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LightSource lightSource[NUM_LIGHTS];
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};
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uniform vec4 diffuseColor;
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uniform vec4 ambientColor;
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uniform vec4 specularColor;
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uniform vec3 eyePositionInWorld;
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uniform float fresnelBias;
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uniform float fresnelScale;
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uniform float fresnelPower;
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vec4 getEnvironment(sampler2D sampler, vec3 dir)
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{
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return texture(sampler, vec2((atan(dir.x,dir.z)/3.1415926+1)*0.5, (1-dir.y)*0.5));
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}
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void
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main()
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{
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#ifdef USE_PTEX_COLOR
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vec4 texColor = PTexLookup(inpt.v.patchCoord,
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textureImage_Data,
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textureImage_Packing,
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textureImage_Pages);
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#else
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vec4 texColor = vec4(1);
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#endif
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#if USE_PTEX_NORMAL
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vec3 objN = perturbNormalFromDisplacement(inpt.v.position.xyz,
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inpt.v.normal,
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inpt.v.patchCoord);
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#else
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vec3 objN = inpt.v.normal;
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#endif
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#ifdef USE_PTEX_OCCLUSION
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float occ = PTexLookup(inpt.v.patchCoord,
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textureOcclusion_Data,
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textureOcclusion_Packing,
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textureOcclusion_Pages).x;
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#else
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float occ = 0.0;
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#endif
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vec4 a = ambientColor;
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#ifdef USE_DIFFUSE_ENV_MAP
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vec4 d = getEnvironment(diffuseEnvironmentMap, objN) * 1.4;
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#else
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vec4 d = vec4(1);
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#endif
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vec3 eye = normalize(inpt.v.position.xyz - eyePositionInWorld);
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#ifdef USE_SPECULAR_ENV_MAP
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vec3 reflect = reflect(eye, objN);
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vec4 s = getEnvironment(specularEnvironmentMap, reflect);
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#else
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vec4 s = vec4(1);
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#endif
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float fresnel = fresnelBias + fresnelScale * pow(1.0+dot(objN,eye), fresnelPower);
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a *= (1.0-occ);
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d *= (1.0-occ)*diffuseColor;
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s *= (1.0-pow(occ, 0.2)) * specularColor * fresnel;
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gl_FragColor = (a + d) * texColor + s;
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gl_FragColor = pow(gl_FragColor, vec4(0.4545));
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}
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#endif // FRAGMENT_SHADER
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