mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-23 16:30:07 +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
//
|
|
// 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
|
|
|