mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-29 14:51:05 +00:00
204 lines
6.6 KiB
GLSL
204 lines
6.6 KiB
GLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#line 58
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vec4 PTexLookup(vec4 patchCoord,
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sampler2DArray data,
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samplerBuffer packings,
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isamplerBuffer pages)
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{
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vec2 uv = patchCoord.xy;
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int faceID = int(patchCoord.w);
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int page = texelFetch(pages, faceID).x;
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vec4 packing = texelFetch(packings, faceID);
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vec3 coords = vec3( packing.x + uv.x * packing.z,
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packing.y + uv.y * packing.w,
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page);
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return texture(data, coords);
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}
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uniform sampler2DArray textureImage_Data;
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uniform samplerBuffer textureImage_Packing;
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uniform isamplerBuffer textureImage_Pages;
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vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
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{
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float disp = PTexLookup(patchCoord,
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textureImage_Data,
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textureImage_Packing,
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textureImage_Pages).x;
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return position + 0.01*vec4(disp * normal, 0);
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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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out block {
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OutputVertex v;
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} output;
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void main()
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{
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output.v.position = ModelViewMatrix * position;
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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(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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in block {
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OutputVertex v;
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} input[3];
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out block {
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OutputVertex v;
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vec4 depthPosition;
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} output;
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void emit(int index, vec4 position)
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{
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vec2 uv = vec2(input[index].v.patchCoord.xy);
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output.v.position = ProjectionMatrix * position;
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output.depthPosition = ProjectionWithoutPickMatrix * position;
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output.v.patchCoord = input[index].v.patchCoord;
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gl_Position = vec4(uv*2-vec2(1.0), 0, 1);
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EmitVertex();
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}
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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vec4 patchCoord[3];
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vec4 position[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = input[0].v.patchCoord;
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patchCoord[1] = input[1].v.patchCoord;
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patchCoord[2] = input[2].v.patchCoord;
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(input[0].v.position, input[0].v.normal, patchCoord[0]);
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position[1] = displacement(input[1].v.position, input[1].v.normal, patchCoord[1]);
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position[2] = displacement(input[2].v.position, input[2].v.normal, patchCoord[2]);
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#else
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position[0] = input[0].v.position;
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position[1] = input[1].v.position;
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position[2] = input[2].v.position;
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#endif
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emit(0, position[0]);
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emit(1, position[1]);
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emit(2, position[2]);
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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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OutputVertex v;
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vec4 depthPosition;
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} input;
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layout(size1x32) uniform image2DArray outTextureImage;
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uniform sampler2D paintTexture;
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uniform sampler2D depthTexture;
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uniform int imageSize = 256;
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void
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main()
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{
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vec4 p = input.v.position;
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p.xyz /= p.w;
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vec4 wp = input.depthPosition;
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wp.z -= 0.001;
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wp.xyz /= wp.w;
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vec4 c = texture(paintTexture, p.xy*0.5+0.5);
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float depth = texture(depthTexture, wp.xy*0.5+0.5).x;
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if (wp.z*0.5+0.5 >= depth) return;
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ivec3 pos = ivec3(input.v.patchCoord.x * imageSize,
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input.v.patchCoord.y * imageSize,
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int(input.v.patchCoord.w));
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vec4 d = imageLoad(outTextureImage, pos);
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c = c + d;
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imageStore(outTextureImage, pos, c);
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discard;
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}
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#endif
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