OpenSubdiv/examples/paintTest/shader.glsl
Takahito Tejima ee061291b7 Interleaved buffer support in OsdCompute. Removed OsdVertexDescriptor and replaced with OsdVertexBufferDescriptor.
All kernels take offset/length/stride to apply subdivision partially in each vertex elements.

Also the offset can be used for client-based VBO aggregation, without modifying index buffers.
This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc.
However, gregory patch shader fetches vertex buffer via texture buffer, which index should also
be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a
relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility
issue as clients can provide it in their way at least for the time being.
2014-05-09 15:44:52 -07:00

346 lines
9.6 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;
}
int OsdBaseVertex()
{
return 0;
}
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#define EDGE_VERTS 3
in block {
OutputVertex v;
} inpt[3];
out block {
OutputVertex v;
noperspective out vec4 edgeDistance;
} outpt;
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
{
outpt.v.position = position;
outpt.v.patchCoord = patchCoord;
outpt.v.normal = normal;
gl_Position = ProjectionMatrix * outpt.v.position;
EmitVertex();
}
const float VIEWPORT_SCALE = 1024.0; // XXXdyu
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
{
return VIEWPORT_SCALE *
abs((p.x - p0.x) * (p1.y - p0.y) -
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
}
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord, vec4 edgeVerts[EDGE_VERTS])
{
outpt.edgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
outpt.edgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
outpt.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
emit(index, position, normal, patchCoord);
}
// --------------------------------------
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
vec4 position[3];
vec4 patchCoord[3];
vec3 normal[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
normal[0] = inpt[0].v.normal;
normal[1] = inpt[1].v.normal;
normal[2] = inpt[2].v.normal;
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
emit(0, position[0], normal[0], patchCoord[0], edgeVerts);
emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
#else
emit(0, position[0], normal[0], patchCoord[0]);
emit(1, position[1], normal[1], patchCoord[1]);
emit(2, position[2], normal[2], patchCoord[2]);
#endif
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
noperspective in vec4 edgeDistance;
} inpt;
out vec4 outColor;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
layout(std140) uniform Lighting {
LightSource lightSource[NUM_LIGHTS];
};
uniform vec4 diffuseColor = vec4(1);
uniform vec4 ambientColor = vec4(1);
vec4
lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
{
vec4 color = vec4(0);
for (int i = 0; i < NUM_LIGHTS; ++i) {
vec4 Plight = lightSource[i].position;
vec3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
vec3 n = normalize(Neye);
vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
float d = max(0.0, dot(n, l));
float s = pow(max(0.0, dot(n, h)), 500.0f);
color += lightSource[i].ambient * ambientColor
+ d * lightSource[i].diffuse * diffuse
+ s * lightSource[i].specular;
}
color.a = 1;
return color;
}
#ifdef USE_PTEX_DISPLACEMENT
vec3
perturbNormalFromDisplacement(vec3 position, vec3 normal, vec4 patchCoord)
{
// by Morten S. Mikkelsen
// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
// slightly modified for ptex guttering
vec3 vSigmaS = dFdx(position);
vec3 vSigmaT = dFdy(position);
vec3 vN = normal;
vec3 vR1 = cross(vSigmaT, vN);
vec3 vR2 = cross(vN, vSigmaS);
float fDet = dot(vSigmaS, vR1);
vec2 texDx = dFdx(patchCoord.xy);
vec2 texDy = dFdy(patchCoord.xy);
// limit forward differencing to the width of ptex gutter
const float resolution = 128.0;
float d = (0.5/resolution)/max(length(texDx), length(texDy));
vec4 STll = patchCoord;
vec4 STlr = patchCoord + d * vec4(texDx.x, texDx.y, 0, 0);
vec4 STul = patchCoord + d * vec4(texDy.x, texDy.y, 0, 0);
float Hll = PTexLookup(STll, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
float Hlr = PTexLookup(STlr, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
float Hul = PTexLookup(STul, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
float dBs = (Hlr - Hll)/d;
float dBt = (Hul - Hll)/d;
vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
return normalize(abs(fDet) * vN - vSurfGrad);
}
#endif // USE_PTEX_NORMAL
vec4
edgeColor(vec4 Cfill, vec4 edgeDistance)
{
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
float d =
min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
vec4 Cedge = vec4(0.5, 0.5, 0.5, 1.0);
float p = exp2(-2 * d * d);
#if defined(GEOMETRY_OUT_WIRE)
if (p < 0.25) discard;
#endif
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
#endif
return Cfill;
}
void
main()
{
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
#ifdef USE_PTEX_DISPLACEMENT
N = perturbNormalFromDisplacement(inpt.v.position.xyz,
N,
inpt.v.patchCoord);
#endif
vec4 Cf = vec4(1.0);
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
Cf = edgeColor(Cf, inpt.edgeDistance);
#endif
#ifdef USE_PTEX_COLOR
Cf = Cf * (vec4(1) - vec4(PTexLookup(inpt.v.patchCoord,
textureImage_Data,
textureImage_Packing,
textureImage_Pages).x));
#endif
Cf = lighting(Cf, inpt.v.position.xyz, N);
outColor = Cf;
}
#endif