mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 00:20:09 +00:00
295 lines
8.5 KiB
GLSL
295 lines
8.5 KiB
GLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#version 400
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//--------------------------------------------------------------
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// Common
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//--------------------------------------------------------------
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uniform int ptexLevel;
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uniform isamplerBuffer ptexIndices;
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vec4 PTexLookup(vec2 faceUV,
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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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ivec2 ptexIndex = texelFetch(ptexIndices, gl_PrimitiveID).xy;
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int faceID = abs(ptexIndex.x);
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int u = ptexIndex.y >> 16;
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int v = (ptexIndex.y & 0xffff);
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int lv = ptexLevel;
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if (ptexIndex.x < 0) lv >>= 1; // non-quad root face
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int page = texelFetch(pages, faceID).x;
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vec4 packing = texelFetch(packings, faceID);
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vec2 uv = (faceUV * vec2(1.0)/lv) + vec2(u, v)/lv;
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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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//--------------------------------------------------------------
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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 vec3 vPosition;
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out vec3 vNormal;
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void main()
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{
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vPosition = position;
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vNormal = normal;
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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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layout(triangle_strip, max_vertices = 4) out;
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#if USE_PTEX_DISPLACEMENT
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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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#endif
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uniform mat4 objectToClipMatrix;
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uniform mat4 objectToEyeMatrix;
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in vec3 vPosition[4];
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in vec3 vNormal[4];
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flat out vec3 gFacetNormal;
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out vec3 Pobj;
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out vec3 Nobj;
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out vec2 gFaceUV;
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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vec3 pos[4];
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vec2 teTextureCoord[4];
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teTextureCoord[0] = vec2(0, 0);
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teTextureCoord[1] = vec2(1, 0);
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teTextureCoord[2] = vec2(1, 1);
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teTextureCoord[3] = vec2(0, 1);
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pos[0] = vPosition[0];
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pos[1] = vPosition[1];
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pos[2] = vPosition[2];
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pos[3] = vPosition[3];
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#if USE_PTEX_DISPLACEMENT
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for(int i=0; i< 4; i++){
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vec4 displace = PTexLookup(teTextureCoord[i],
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textureDisplace_Data,
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textureDisplace_Packing,
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textureDisplace_Pages);
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pos[i] += displace.x * vNormal[i];
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}
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#endif
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vec3 A = pos[0] - pos[1];
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vec3 B = pos[3] - pos[1];
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vec3 C = pos[2] - pos[1];
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gFacetNormal = normalize(cross(B, A));
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Pobj = pos[0];
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gl_Position = objectToClipMatrix * vec4(pos[0], 1);
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Nobj = vNormal[0];
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gFaceUV = teTextureCoord[0];
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EmitVertex();
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Pobj = pos[1];
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gl_Position = objectToClipMatrix * vec4(pos[1], 1);
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Nobj = vNormal[1];
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gFaceUV = teTextureCoord[1];
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EmitVertex();
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Pobj = pos[3];
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gl_Position = objectToClipMatrix * vec4(pos[3], 1);
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Nobj = vNormal[3];
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gFaceUV = teTextureCoord[3];
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EmitVertex();
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gFacetNormal = normalize(cross(C, B));
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Pobj = pos[2];
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gl_Position = objectToClipMatrix * vec4(pos[2], 1);
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Nobj = vNormal[2];
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gFaceUV = teTextureCoord[2];
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EmitVertex();
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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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uniform int ptexFaceOffset;
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#if 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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#if 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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uniform sampler2D diffuseMap;
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uniform sampler2D environmentMap;
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flat in vec3 gFacetNormal;
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in vec3 Pobj;
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in vec3 Nobj;
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in vec2 gFaceUV;
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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 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform LightSource lightSource[NUM_LIGHTS];
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uniform vec3 diffuse;
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uniform vec3 ambient;
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uniform vec3 specular;
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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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#if USE_PTEX_COLOR
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vec4 texColor = PTexLookup(gFaceUV,
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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_DISPLACEMENT
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vec3 objN = (gl_FrontFacing ? gFacetNormal : -gFacetNormal);
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#else
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vec3 objN = (gl_FrontFacing ? Nobj : -Nobj);
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#endif
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#if USE_PTEX_OCCLUSION
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float occ = PTexLookup(gFaceUV,
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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 = vec4(ambient, 1);
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vec4 d = getEnvironment(diffuseMap, objN) * 1.4;
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vec3 eye = normalize(Pobj - eyePositionInWorld);
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vec3 reflect = reflect(eye, objN);
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vec4 s = getEnvironment(environmentMap, reflect);
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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)*vec4(diffuse, 1);
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s *= (1.0-pow(occ, 0.2))*vec4(specular, 1) * 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
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