OpenSubdiv/examples/vtrViewer/fontShader.glsl
Takahito Tejima 24f9dc154b Enable GregoryBasis patch.
PatchTablesFactory fills 20 indices topology into patchtable, and use it for eval and draw.

note: currently screen-space adaptive tessellation of gregory basis patches is
broken and cracks appear around them.
2015-04-08 17:07:10 -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