OpenSubdiv/examples/mayaPtexViewer/shader.glsl
manuelk 3ae50d1c50 Amending Apache license language & file headers.
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.
2013-09-26 12:04:57 -07:00

418 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.
//
#line 57
//--------------------------------------------------------------
// Common
//--------------------------------------------------------------
vec4 GeneratePatchCoord(vec2 localUV) // for non-adpative
{
ivec2 ptexIndex = texelFetch(OsdPatchParamBuffer, gl_PrimitiveID).xy;
int faceID = ptexIndex.x;
int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1));
int u = (ptexIndex.y >> 17) & 0x3ff;
int v = (ptexIndex.y >> 7) & 0x3ff;
vec2 uv = localUV;
uv = (uv * vec2(1.0)/lv) + vec2(u, v)/lv;
}
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);
}
#ifdef USE_PTEX_DISPLACEMENT
#define OSD_DISPLACEMENT_CALLBACK \
outpt.v.position = \
displacement(outpt.v.position, \
outpt.v.normal, \
outpt.v.patchCoord);
uniform sampler2DArray textureDisplace_Data;
uniform samplerBuffer textureDisplace_Packing;
uniform isamplerBuffer textureDisplace_Pages;
vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
{
float disp = PTexLookup(patchCoord,
textureDisplace_Data,
textureDisplace_Packing,
textureDisplace_Pages).x;
return position + vec4(disp * normal, 0);
}
#endif
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec3 position;
layout (location=1) in vec3 normal;
out block {
OutputVertex v;
} outpt;
void main()
{
outpt.v.position = vec4(position, 1);
outpt.v.normal = normal;
}
#endif // VERTEX_SHADER
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
#ifdef PRIM_QUAD
layout(lines_adjacency) in;
#ifdef GEOMETRY_OUT_FILL
layout(triangle_strip, max_vertices = 4) out;
#endif
#ifdef GEOMETRY_OUT_LINE
layout(line_strip, max_vertices = 5) out;
#endif
in block {
OutputVertex v;
} inpt[4];
#endif // PRIM_QUAD
#ifdef PRIM_TRI
layout(triangles) in;
#ifdef GEOMETRY_OUT_FILL
layout(triangle_strip, max_vertices = 3) out;
#endif
#ifdef GEOMETRY_OUT_LINE
layout(line_strip, max_vertices = 4) out;
#endif
in block {
OutputVertex v;
} inpt[3];
#endif // PRIM_TRI
out block {
OutputVertex v;
} outpt;
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
{
outpt.v.position = position;
outpt.v.normal = normal;
outpt.v.patchCoord = patchCoord;
outpt.v.tangent = inpt[index].v.tangent;
gl_Position = ProjectionMatrix * outpt.v.position;
EmitVertex();
}
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef PRIM_QUAD
#ifdef GEOMETRY_OUT_FILL
vec4 patchCoord[4];
vec4 position[4];
vec3 normal[4];
// need to generate patch coord for non-patch quads
patchCoord[0] = GeneratePatchCoord(vec2(0, 0));
patchCoord[1] = GeneratePatchCoord(vec2(1, 0));
patchCoord[2] = GeneratePatchCoord(vec2(1, 1));
patchCoord[3] = GeneratePatchCoord(vec2(0, 1));
#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]);
position[3] = displacement(inpt[3].v.position, inpt[3].v.normal, patchCoord[3]);
#else
position[0] = inpt[0].v.position;
position[1] = inpt[1].v.position;
position[2] = inpt[2].v.position;
position[3] = inpt[3].v.position;
#endif
#ifdef FLAT_NORMALS
// XXX: need to use vec C to get triangle normal.
vec3 A = (position[0] - position[1]).xyz;
vec3 B = (position[3] - position[1]).xyz;
vec3 C = (position[2] - position[1]).xyz;
normal[0] = normalize(cross(B, A));
normal[1] = normal[0];
normal[2] = normal[0];
normal[3] = normal[0];
#else
normal[0] = inpt[0].v.normal;
normal[1] = inpt[1].v.normal;
normal[2] = inpt[2].v.normal;
normal[3] = inpt[3].v.normal;
#endif
emit(0, position[0], normal[0], patchCoord[0]);
emit(1, position[1], normal[1], patchCoord[1]);
emit(3, position[3], normal[3], patchCoord[3]);
emit(2, position[2], normal[2], patchCoord[2]);
#else // GEOMETRY_OUT_LINE
emit(0, position[0], vec3(0), patchCoord[0]);
emit(1, position[1], vec3(0), patchCoord[1]);
emit(2, position[2], vec3(0), patchCoord[2]);
emit(3, position[3], vec3(0), patchCoord[3]);
emit(0, position[0], vec3(0), patchCoord[0]);
#endif
#endif // PRIM_QUAD
#ifdef PRIM_TRI
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
#ifdef FLAT_NORMALS // emit flat normals for displaced surface
vec3 A = (position[0] - position[1]).xyz;
vec3 B = (position[2] - position[1]).xyz;
normal[0] = normalize(cross(B, A));
normal[1] = normal[0];
normal[2] = normal[0];
#else
normal[0] = inpt[0].v.normal;
normal[1] = inpt[1].v.normal;
normal[2] = inpt[2].v.normal;
#endif
emit(0, position[0], normal[0], patchCoord[0]);
emit(1, position[1], normal[1], patchCoord[1]);
emit(2, position[2], normal[2], patchCoord[2]);
#ifdef GEOMETRY_OUT_LINE
emit(0, position[0], normal[0], patchCoord[0]);
#endif //GEOMETRY_OUT_LINE
#endif // PRIM_TRI
EndPrimitive();
}
#endif // GEOMETRY_SHADER
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
} inpt;
uniform int ptexFaceOffset;
#ifdef USE_PTEX_COLOR
uniform sampler2DArray textureImage_Data;
uniform samplerBuffer textureImage_Packing;
uniform isamplerBuffer textureImage_Pages;
#endif
#ifdef USE_PTEX_OCCLUSION
uniform sampler2DArray textureOcclusion_Data;
uniform samplerBuffer textureOcclusion_Packing;
uniform isamplerBuffer textureOcclusion_Pages;
#endif
#if USE_PTEX_NORMAL
uniform sampler2DArray textureDisplace_Data;
uniform samplerBuffer textureDisplace_Packing;
uniform isamplerBuffer textureDisplace_Pages;
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);
#if 0
// not work well with ptex
float dBs = dFdx(disp);
float dBt = dFdy(disp);
#else
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 = min(1, (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, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
float Hlr = PTexLookup(STlr, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
float Hul = PTexLookup(STul, textureDisplace_Data, textureDisplace_Packing, textureDisplace_Pages).x;
float dBs = (Hlr - Hll)/d;
float dBt = (Hul - Hll)/d;
#endif
vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
return normalize(abs(fDet) * vN - vSurfGrad);
}
#endif // USE_PTEX_NORMAL
uniform sampler2D diffuseEnvironmentMap;
uniform sampler2D specularEnvironmentMap;
#define NUM_LIGHTS 1
struct LightSource {
vec4 position;
vec4 diffuse;
vec4 ambient;
vec4 specular;
};
layout(std140) uniform Lighting {
LightSource lightSource[NUM_LIGHTS];
};
uniform vec4 diffuseColor;
uniform vec4 ambientColor;
uniform vec4 specularColor;
uniform vec3 eyePositionInWorld;
uniform float fresnelBias;
uniform float fresnelScale;
uniform float fresnelPower;
vec4 getEnvironment(sampler2D sampler, vec3 dir)
{
return texture(sampler, vec2((atan(dir.x,dir.z)/3.1415926+1)*0.5, (1-dir.y)*0.5));
}
void
main()
{
#ifdef USE_PTEX_COLOR
vec4 texColor = PTexLookup(inpt.v.patchCoord,
textureImage_Data,
textureImage_Packing,
textureImage_Pages);
#else
vec4 texColor = vec4(1);
#endif
#if USE_PTEX_NORMAL
vec3 objN = perturbNormalFromDisplacement(inpt.v.position.xyz,
inpt.v.normal,
inpt.v.patchCoord);
#else
vec3 objN = inpt.v.normal;
#endif
#ifdef USE_PTEX_OCCLUSION
float occ = PTexLookup(inpt.v.patchCoord,
textureOcclusion_Data,
textureOcclusion_Packing,
textureOcclusion_Pages).x;
#else
float occ = 0.0;
#endif
vec4 a = ambientColor;
#ifdef USE_DIFFUSE_ENV_MAP
vec4 d = getEnvironment(diffuseEnvironmentMap, objN) * 1.4;
#else
vec4 d = vec4(1);
#endif
vec3 eye = normalize(inpt.v.position.xyz - eyePositionInWorld);
#ifdef USE_SPECULAR_ENV_MAP
vec3 reflect = reflect(eye, objN);
vec4 s = getEnvironment(specularEnvironmentMap, reflect);
#else
vec4 s = vec4(1);
#endif
float fresnel = fresnelBias + fresnelScale * pow(1.0+dot(objN,eye), fresnelPower);
a *= (1.0-occ);
d *= (1.0-occ)*diffuseColor;
s *= (1.0-pow(occ, 0.2)) * specularColor * fresnel;
gl_FragColor = (a + d) * texColor + s;
gl_FragColor = pow(gl_FragColor, vec4(0.4545));
}
#endif // FRAGMENT_SHADER