OpenSubdiv/examples/paintTest/paintShader.glsl
Takahito Tejima f7f2ca2581 Move uniform block definitions out of osd common shader into client shader.
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.
2013-12-03 15:59:38 -08:00

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