OpenSubdiv/examples/farViewer/fontShader.glsl
George ElKoura a79dbcc074 Renamed vtrViewer to farViewer.
The name change is motivated by the desire to reflect that Vtr is
private API and its functionality is exposed publically through Far.
2015-05-18 19:46:22 -07:00

173 lines
4.4 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.
//
#if __VERSION__ < 420
#define centroid
#endif
layout(std140) uniform Transform {
mat4 ModelViewMatrix;
mat4 ProjectionMatrix;
mat4 ModelViewProjectionMatrix;
};
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec4 data;
out block {
vec4 position;
vec4 data;
} outpt;
void main()
{
outpt.position = ModelViewMatrix * position;
outpt.data = data;
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
layout(points) in;
#define NVERTS 4
layout(triangle_strip, max_vertices = NVERTS) out;
in block {
vec4 position;
vec4 data;
} inpt[];
out block {
vec4 position;
centroid vec2 uv;
flat int colorId;
} outpt;
void emit(int index, vec2 offset, vec2 uv)
{
outpt.position = inpt[0].position;
outpt.uv = uv;
outpt.colorId = int(inpt[0].data.w);
gl_Position = (ProjectionMatrix * inpt[0].position) + vec4(offset, -0.01, 0.0);
EmitVertex();
}
#define FONT_TEXTURE_WIDTH 128
#define FONT_TEXTURE_HEIGHT 128
#define FONT_TEXTURE_COLUMNS 16
#define FONT_TEXTURE_ROWS 8
#define FONT_CHAR_WIDTH (FONT_TEXTURE_WIDTH/FONT_TEXTURE_COLUMNS)
#define FONT_CHAR_HEIGHT (FONT_TEXTURE_HEIGHT/FONT_TEXTURE_ROWS)
vec2 computeUV( int c )
{
c = c % 0x7f;
return vec2( float(c%FONT_TEXTURE_COLUMNS)/float(FONT_TEXTURE_COLUMNS),
float(c/FONT_TEXTURE_COLUMNS)/float(FONT_TEXTURE_ROWS) );
}
uniform float scale=0.01;
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
vec2 uv = computeUV(int(inpt[0].data.z));
vec2 dim = vec2(1.0/FONT_TEXTURE_COLUMNS,
1.0/FONT_TEXTURE_ROWS);
vec2 ofs = inpt[0].data.xy;
vec4 clipPos = ProjectionMatrix * inpt[0].position;
float s = scale * clipPos.w;
emit(0, s * (vec2( 1.0, -2.0)+ofs), uv + dim);
emit(1, s * (vec2( 1.0, 2.0)+ofs), vec2(uv.x+dim.x, uv.y));
emit(2, s * (vec2(-1.0, -2.0)+ofs), vec2(uv.x, uv.y+dim.y));
emit(3, s * (vec2(-1.0, 2.0)+ofs), uv);
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
vec4 position;
centroid vec2 uv;
flat int colorId;
} inpt;
uniform sampler2D font;
out vec4 outColor;
out vec3 outNormal;
const vec4 colors[9] = vec4[9](vec4(0.9,0.9,0.9,1.0),
vec4(1.0,0.3,0.3,1.0),
vec4(0.3,1.0,0.3,1.0),
vec4(0.3,0.3,1.0,1.0),
vec4(0.0,1.0,0.0,1.0), // green --- yellow --- red
vec4(0.5,1.0,0.0,1.0),
vec4(1.0,1.0,0.0,1.0),
vec4(1.0,0.5,0.0,1.0),
vec4(1.0,0.0,0.0,1.0));
void main()
{
vec4 bitmap = texture(font, inpt.uv);
if (bitmap.a == 0.0) discard;
outColor = bitmap * colors[inpt.colorId];
outNormal = vec3(0.0,0.0,1.0);
//outColor = vec4(inpt.v.uv,0.0,1.0);
}
#endif