mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 03:50:09 +00:00
f7f2ca2581
Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl) mat4 OsdModelViewMatrix() mat4 OsdProjectionMatrix() mat4 OsdModelViewProjectionMatrix() float OsdTessLevel() int OsdGreogryQuadOffsetBase() int OsdPrimitiveIdBase() We probably should write a utility class for basic binding of them, to make client code simpler.
218 lines
5.7 KiB
GLSL
218 lines
5.7 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.
|
|
//
|
|
|
|
vec4 PTexLookup(vec4 patchCoord,
|
|
sampler2DArray data,
|
|
samplerBuffer packings,
|
|
isamplerBuffer pages)
|
|
{
|
|
vec2 uv = patchCoord.xy;
|
|
int faceID = int(patchCoord.w);
|
|
int page = texelFetch(pages, faceID).x;
|
|
vec4 packing = texelFetch(packings, faceID);
|
|
vec3 coords = vec3( packing.x + uv.x * packing.z,
|
|
packing.y + uv.y * packing.w,
|
|
page);
|
|
|
|
return texture(data, coords);
|
|
}
|
|
|
|
uniform sampler2DArray textureImage_Data;
|
|
uniform samplerBuffer textureImage_Packing;
|
|
uniform isamplerBuffer textureImage_Pages;
|
|
|
|
vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
|
|
{
|
|
float disp = PTexLookup(patchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing,
|
|
textureImage_Pages).x;
|
|
return position + 0.01*vec4(disp * normal, 0);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Uniform Blocks
|
|
//--------------------------------------------------------------
|
|
|
|
layout(std140) uniform Transform {
|
|
mat4 ModelViewMatrix;
|
|
mat4 ProjectionMatrix;
|
|
mat4 ModelViewProjectionMatrix;
|
|
mat4 ModelViewInverseMatrix;
|
|
mat4 ProjectionWithoutPickMatrix;
|
|
};
|
|
|
|
layout(std140) uniform Tessellation {
|
|
float TessLevel;
|
|
};
|
|
|
|
uniform int GregoryQuadOffsetBase;
|
|
uniform int PrimitiveIdBase;
|
|
|
|
//--------------------------------------------------------------
|
|
// Osd external functions
|
|
//--------------------------------------------------------------
|
|
|
|
mat4 OsdModelViewMatrix()
|
|
{
|
|
return ModelViewMatrix;
|
|
}
|
|
mat4 OsdProjectionMatrix()
|
|
{
|
|
return ProjectionMatrix;
|
|
}
|
|
mat4 OsdModelViewProjectionMatrix()
|
|
{
|
|
return ModelViewProjectionMatrix;
|
|
}
|
|
float OsdTessLevel()
|
|
{
|
|
return TessLevel;
|
|
}
|
|
int OsdGregoryQuadOffsetBase()
|
|
{
|
|
return GregoryQuadOffsetBase;
|
|
}
|
|
int OsdPrimitiveIdBase()
|
|
{
|
|
return PrimitiveIdBase;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Vertex Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef VERTEX_SHADER
|
|
|
|
layout (location=0) in vec4 position;
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
} outpt;
|
|
|
|
void main()
|
|
{
|
|
outpt.v.position = ModelViewMatrix * position;
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Geometry Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef GEOMETRY_SHADER
|
|
|
|
layout(triangles) in;
|
|
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} inpt[3];
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
vec4 depthPosition;
|
|
} outpt;
|
|
|
|
void emit(int index, vec4 position)
|
|
{
|
|
vec2 uv = vec2(inpt[index].v.patchCoord.xy);
|
|
outpt.v.position = ProjectionMatrix * position;
|
|
outpt.depthPosition = ProjectionWithoutPickMatrix * position;
|
|
outpt.v.patchCoord = inpt[index].v.patchCoord;
|
|
gl_Position = vec4(uv*2-vec2(1.0), 0, 1);
|
|
EmitVertex();
|
|
}
|
|
|
|
void main()
|
|
{
|
|
gl_PrimitiveID = gl_PrimitiveIDIn;
|
|
|
|
vec4 patchCoord[3];
|
|
vec4 position[3];
|
|
|
|
// patch coords are computed in tessellation shader
|
|
patchCoord[0] = inpt[0].v.patchCoord;
|
|
patchCoord[1] = inpt[1].v.patchCoord;
|
|
patchCoord[2] = inpt[2].v.patchCoord;
|
|
|
|
#ifdef USE_PTEX_DISPLACEMENT
|
|
position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
|
|
position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
|
|
position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
|
|
#else
|
|
position[0] = inpt[0].v.position;
|
|
position[1] = inpt[1].v.position;
|
|
position[2] = inpt[2].v.position;
|
|
#endif
|
|
|
|
emit(0, position[0]);
|
|
emit(1, position[1]);
|
|
emit(2, position[2]);
|
|
EndPrimitive();
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Fragment Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
vec4 depthPosition;
|
|
} inpt;
|
|
|
|
layout(size1x32) uniform image2DArray outTextureImage;
|
|
uniform sampler2D paintTexture;
|
|
uniform sampler2D depthTexture;
|
|
uniform int imageSize = 256;
|
|
|
|
void
|
|
main()
|
|
{
|
|
vec4 p = inpt.v.position;
|
|
p.xyz /= p.w;
|
|
|
|
vec4 wp = inpt.depthPosition;
|
|
wp.z -= 0.001;
|
|
wp.xyz /= wp.w;
|
|
|
|
vec4 c = texture(paintTexture, p.xy*0.5+0.5);
|
|
float depth = texture(depthTexture, wp.xy*0.5+0.5).x;
|
|
if (wp.z*0.5+0.5 >= depth) return;
|
|
|
|
ivec3 pos = ivec3(inpt.v.patchCoord.x * imageSize,
|
|
inpt.v.patchCoord.y * imageSize,
|
|
int(inpt.v.patchCoord.w));
|
|
|
|
vec4 d = imageLoad(outTextureImage, pos);
|
|
c = c + d;
|
|
imageStore(outTextureImage, pos, c);
|
|
discard;
|
|
}
|
|
|
|
#endif
|