mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
24f9dc154b
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.
173 lines
4.4 KiB
GLSL
173 lines
4.4 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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//--------------------------------------------------------------
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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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layout (location=1) in vec4 data;
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out block {
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vec4 position;
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vec4 data;
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} outpt;
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void main()
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{
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outpt.position = ModelViewMatrix * position;
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outpt.data = data;
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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(points) in;
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#define NVERTS 4
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layout(triangle_strip, max_vertices = NVERTS) out;
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in block {
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vec4 position;
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vec4 data;
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} inpt[];
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out block {
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vec4 position;
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centroid vec2 uv;
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flat int colorId;
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} outpt;
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void emit(int index, vec2 offset, vec2 uv)
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{
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outpt.position = inpt[0].position;
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outpt.uv = uv;
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outpt.colorId = int(inpt[0].data.w);
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gl_Position = (ProjectionMatrix * inpt[0].position) + vec4(offset, -0.01, 0.0);
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EmitVertex();
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}
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#define FONT_TEXTURE_WIDTH 128
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#define FONT_TEXTURE_HEIGHT 128
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#define FONT_TEXTURE_COLUMNS 16
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#define FONT_TEXTURE_ROWS 8
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#define FONT_CHAR_WIDTH (FONT_TEXTURE_WIDTH/FONT_TEXTURE_COLUMNS)
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#define FONT_CHAR_HEIGHT (FONT_TEXTURE_HEIGHT/FONT_TEXTURE_ROWS)
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vec2 computeUV( int c )
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{
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c = c % 0x7f;
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return vec2( float(c%FONT_TEXTURE_COLUMNS)/float(FONT_TEXTURE_COLUMNS),
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float(c/FONT_TEXTURE_COLUMNS)/float(FONT_TEXTURE_ROWS) );
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}
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uniform float scale=0.01;
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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vec2 uv = computeUV(int(inpt[0].data.z));
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vec2 dim = vec2(1.0/FONT_TEXTURE_COLUMNS,
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1.0/FONT_TEXTURE_ROWS);
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vec2 ofs = inpt[0].data.xy;
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vec4 clipPos = ProjectionMatrix * inpt[0].position;
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float s = scale * clipPos.w;
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emit(0, s * (vec2( 1.0, -2.0)+ofs), uv + dim);
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emit(1, s * (vec2( 1.0, 2.0)+ofs), vec2(uv.x+dim.x, uv.y));
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emit(2, s * (vec2(-1.0, -2.0)+ofs), vec2(uv.x, uv.y+dim.y));
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emit(3, s * (vec2(-1.0, 2.0)+ofs), uv);
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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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vec4 position;
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centroid vec2 uv;
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flat int colorId;
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} inpt;
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uniform sampler2D font;
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out vec4 outColor;
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out vec3 outNormal;
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const vec4 colors[9] = vec4[9](vec4(0.9,0.9,0.9,1.0),
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vec4(1.0,0.3,0.3,1.0),
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vec4(0.3,1.0,0.3,1.0),
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vec4(0.3,0.3,1.0,1.0),
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vec4(0.0,1.0,0.0,1.0), // green --- yellow --- red
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vec4(0.5,1.0,0.0,1.0),
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vec4(1.0,1.0,0.0,1.0),
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vec4(1.0,0.5,0.0,1.0),
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vec4(1.0,0.0,0.0,1.0));
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void main()
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{
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vec4 bitmap = texture(font, inpt.uv);
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if (bitmap.a == 0.0) discard;
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outColor = bitmap * colors[inpt.colorId];
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outNormal = vec3(0.0,0.0,1.0);
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//outColor = vec4(inpt.v.uv,0.0,1.0);
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}
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#endif
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