mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-11 19:50:07 +00:00
a79dbcc074
The name change is motivated by the desire to reflect that Vtr is private API and its functionality is exposed publically through Far.
192 lines
4.6 KiB
GLSL
192 lines
4.6 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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#if __VERSION__ < 420
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#define centroid
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#endif
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layout(std140) uniform Transform {
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mat4 ModelViewMatrix;
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mat4 ProjectionMatrix;
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mat4 ModelViewProjectionMatrix;
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};
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struct ControlVertex {
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vec4 position;
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centroid vec4 patchCoord; // u, v, level, faceID
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ivec4 ptexInfo; // U offset, V offset, 2^ptexlevel', rotation
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ivec3 clipFlag;
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};
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struct OutputVertex {
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vec4 position;
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vec3 normal;
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centroid vec4 patchCoord; // u, v, level, faceID
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centroid vec2 tessCoord; // tesscoord.st
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vec3 tangent;
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vec3 bitangent;
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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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} outpt;
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void main()
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{
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outpt.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(lines_adjacency) in;
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#define EDGE_VERTS 4
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layout(triangle_strip, max_vertices = EDGE_VERTS) out;
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in block {
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OutputVertex v;
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} inpt[EDGE_VERTS];
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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, vec3 normal, vec2 uv)
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{
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outpt.v.position = inpt[index].v.position;
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outpt.v.normal = normal;
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outpt.v.tessCoord = uv;
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gl_Position = ProjectionMatrix * inpt[index].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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vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
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vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
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vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
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vec3 n0 = normalize(cross(B, A));
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emit(0, n0, vec2(0.0,0.0));
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emit(1, n0, vec2(0.0,1.0));
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emit(3, n0, vec2(1.0,0.0));
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emit(2, n0, vec2(1.0,1.0));
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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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} inpt;
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out vec4 outColor;
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out vec3 outNormal;
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#define NUM_LIGHTS 2
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struct LightSource {
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vec4 position;
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vec4 ambient;
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vec4 diffuse;
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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 = vec4(1);
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uniform vec4 ambientColor = vec4(1);
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uniform samplerBuffer faceColors;
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uniform sampler2D faceTexture;
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vec4
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lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
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{
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vec4 color = vec4(0);
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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vec4 Plight = lightSource[i].position;
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vec3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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vec3 n = normalize(Neye);
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vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient * ambientColor
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+ d * lightSource[i].diffuse * diffuse
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+ s * lightSource[i].specular;
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}
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color.a = 1;
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return color;
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}
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void
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main()
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{
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vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
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vec4 faceColor = texelFetch(faceColors, gl_PrimitiveID);
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vec4 tex = texture(faceTexture, inpt.v.tessCoord);
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vec4 Cf = lighting(diffuseColor * faceColor * tex, inpt.v.position.xyz, N);
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outColor = Cf;
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outNormal = N;
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}
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#endif
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