Add Chromium-only Blender WebEngine parity work
This commit is contained in:
48
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/CMakeLists.txt
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48
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/CMakeLists.txt
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#
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# Copyright 2013 Pixar
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#
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# Licensed under the terms set forth in the LICENSE.txt file available at
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# https://opensubdiv.org/license.
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#
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# *** glPaintTest ***
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set(SHADER_FILES
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shader.glsl
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paintShader.glsl
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)
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include_directories(
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"${OPENSUBDIV_INCLUDE_DIR}"
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"${OPENGL_LOADER_INCLUDE_DIRS}"
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"${GLFW_INCLUDE_DIR}"
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)
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list(APPEND PLATFORM_LIBRARIES
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"${OSD_LINK_TARGET}"
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"${OPENGL_LOADER_LIBRARIES}"
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"${GLFW_LIBRARIES}"
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)
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if (OPENCL_FOUND)
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include_directories("${OPENCL_INCLUDE_DIRS}")
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list(APPEND PLATFORM_LIBRARIES OpenGL::GL)
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endif()
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osd_stringify("${SHADER_FILES}" INC_FILES)
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include_directories("${CMAKE_CURRENT_BINARY_DIR}")
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osd_add_glfw_executable(glPaintTest "examples"
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glPaintTest.cpp
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"${SHADER_FILES}"
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"${INC_FILES}"
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$<TARGET_OBJECTS:regression_common_obj>
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$<TARGET_OBJECTS:examples_common_gl_obj>
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)
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target_link_libraries(glPaintTest
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${PLATFORM_LIBRARIES}
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)
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install(TARGETS glPaintTest DESTINATION "${CMAKE_BINDIR_BASE}")
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1160
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/glPaintTest.cpp
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1160
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/glPaintTest.cpp
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File diff suppressed because it is too large
Load Diff
66
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/init_shapes.h
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66
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/init_shapes.h
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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#include "../../regression/common/shape_utils.h"
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#include "../../regression/shapes/all.h"
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static std::vector<ShapeDesc> g_defaultShapes;
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//------------------------------------------------------------------------------
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static void initShapes() {
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g_defaultShapes.push_back( ShapeDesc("catmark_cube", catmark_cube, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_cube_corner0", catmark_cube_corner0, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_cube_corner1", catmark_cube_corner1, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_cube_corner2", catmark_cube_corner2, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_cube_corner3", catmark_cube_corner3, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_cube_corner4", catmark_cube_corner4, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_cube_creases0", catmark_cube_creases0, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_cube_creases1", catmark_cube_creases1, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_dart_edgecorner", catmark_dart_edgecorner, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_dart_edgeonly", catmark_dart_edgeonly, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_edgecorner", catmark_edgecorner, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_edgeonly", catmark_edgeonly, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_edgenone", catmark_edgenone, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_quadstrips", catmark_quadstrips, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_fan", catmark_fan, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_gregory_test1", catmark_gregory_test1, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_gregory_test2", catmark_gregory_test2, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_gregory_test3", catmark_gregory_test3, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_gregory_test4", catmark_gregory_test4, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_hole_test1", catmark_hole_test1, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_hole_test2", catmark_hole_test2, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_pyramid_creases0", catmark_pyramid_creases0, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_pyramid_creases1", catmark_pyramid_creases1, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_pyramid", catmark_pyramid, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_tent_creases0", catmark_tent_creases0, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_tent_creases1", catmark_tent_creases1 , kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_tent", catmark_tent, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_torus", catmark_torus, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_torus_creases0", catmark_torus_creases0, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_bishop", catmark_bishop, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_car", catmark_car, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_helmet", catmark_helmet, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_pawn", catmark_pawn, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("catmark_rook", catmark_rook, kCatmark ) );
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g_defaultShapes.push_back( ShapeDesc("loop_cube", loop_cube, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_cubes_semisharp", loop_cubes_semisharp, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_cubes_infsharp", loop_cubes_infsharp, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_cube_asymmetric", loop_cube_asymmetric, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_triangle_edgecorner", loop_triangle_edgecorner, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_triangle_edgeonly", loop_triangle_edgeonly, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_triangle_edgenone", loop_triangle_edgenone, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_xord_interior", loop_xord_interior, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_xord_boundary", loop_xord_boundary, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_icosahedron", loop_icosahedron, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_icos_semisharp", loop_icos_semisharp, kLoop ) );
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g_defaultShapes.push_back( ShapeDesc("loop_icos_infsharp", loop_icos_infsharp, kLoop ) );
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// REMEMBER: no Bilinear shapes here -- application requires a tessellation shader
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}
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//------------------------------------------------------------------------------
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200
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/paintShader.glsl
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200
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/paintShader.glsl
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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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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// Uniform Blocks
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//--------------------------------------------------------------
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layout(std140) uniform Transform {
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mat4 ModelViewMatrix;
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mat4 ProjectionMatrix;
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mat4 ModelViewProjectionMatrix;
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mat4 ModelViewInverseMatrix;
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mat4 ProjectionWithoutPickMatrix;
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};
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layout(std140) uniform Tessellation {
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float TessLevel;
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};
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uniform int GregoryQuadOffsetBase;
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uniform int PrimitiveIdBase;
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//--------------------------------------------------------------
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// Osd external functions
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//--------------------------------------------------------------
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mat4 OsdModelViewMatrix()
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{
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return ModelViewMatrix;
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}
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mat4 OsdProjectionMatrix()
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{
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return ProjectionMatrix;
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}
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mat4 OsdModelViewProjectionMatrix()
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{
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return ModelViewProjectionMatrix;
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}
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float OsdTessLevel()
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{
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return TessLevel;
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}
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int OsdGregoryQuadOffsetBase()
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{
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return GregoryQuadOffsetBase;
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}
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int OsdPrimitiveIdBase()
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{
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return PrimitiveIdBase;
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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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} outpt;
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void main()
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{
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outpt.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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} inpt[3];
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out block {
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OutputVertex v;
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vec4 depthPosition;
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} outpt;
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void emit(int index, vec4 position)
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{
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vec2 uv = vec2(inpt[index].v.patchCoord.xy);
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outpt.v.position = ProjectionMatrix * position;
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outpt.depthPosition = ProjectionWithoutPickMatrix * position;
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outpt.v.patchCoord = inpt[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] = inpt[0].v.patchCoord;
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patchCoord[1] = inpt[1].v.patchCoord;
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patchCoord[2] = inpt[2].v.patchCoord;
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
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position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
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position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
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#else
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position[0] = inpt[0].v.position;
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position[1] = inpt[1].v.position;
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position[2] = inpt[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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||||
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#endif
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||||
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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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} inpt;
|
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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
|
||||
main()
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||||
{
|
||||
vec4 p = inpt.v.position;
|
||||
p.xyz /= p.w;
|
||||
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vec4 wp = inpt.depthPosition;
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||||
wp.z -= 0.001;
|
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wp.xyz /= wp.w;
|
||||
|
||||
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;
|
||||
|
||||
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;
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||||
imageStore(outTextureImage, pos, c);
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||||
discard;
|
||||
}
|
||||
|
||||
#endif
|
||||
328
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/shader.glsl
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Normal file
328
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/shader.glsl
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@@ -0,0 +1,328 @@
|
||||
//
|
||||
// Copyright 2013 Pixar
|
||||
//
|
||||
// Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
// https://opensubdiv.org/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
|
||||
Reference in New Issue
Block a user