-- glslfx version 0.1 // // Copyright 2016 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. // -- glsl GlopTexture.PtexTextureSampler // ----- following code comes from OpenSubdiv/examples/common #ifndef HD_SHADER_API struct PtexPacking { int page; int nMipmap; int uOffset; int vOffset; int adjSizeDiffs[4]; int width; int height; }; int computeMipmapOffsetU(int w, int level) { int width = 1 << w; int m = (0x55555555 & (width | (width-1))) << (w&1); int x = ~((1 << (w -((level-1)&~1))) - 1); return (m & x) + ((level+1)&~1); } int computeMipmapOffsetV(int h, int level) { int height = 1 << h; int m = (0x55555555 & (height-1)) << ((h+1)&1);; int x = ~((1 << (h - (level&~1))) - 1 ); return (m & x) + (level&~1); } void evalQuadraticBSpline(float u, out float B[3], out float BU[3]) { B[0] = 0.5 * (u*u - 2.0*u + 1); B[1] = 0.5 + u - u*u; B[2] = 0.5 * u*u; BU[0] = u - 1.0; BU[1] = 1 - 2 * u; BU[2] = u; } PtexPacking getPtexPacking(isamplerBuffer packings, int faceID) { PtexPacking packing; packing.page = texelFetch(packings, faceID*6).x; packing.nMipmap = texelFetch(packings, faceID*6+1).x; packing.uOffset = texelFetch(packings, faceID*6+2).x; packing.vOffset = texelFetch(packings, faceID*6+3).x; int wh = texelFetch(packings, faceID*6+5).x; packing.width = 1 << (wh >> 8); packing.height = 1 << (wh & 0xff); int adjSizeDiffs = texelFetch(packings, faceID*6+4).x; packing.adjSizeDiffs[0] = (adjSizeDiffs >> 12) & 0xf; packing.adjSizeDiffs[1] = (adjSizeDiffs >> 8) & 0xf; packing.adjSizeDiffs[2] = (adjSizeDiffs >> 4) & 0xf; packing.adjSizeDiffs[3] = (adjSizeDiffs >> 0) & 0xf; return packing; } PtexPacking getPtexPacking(isamplerBuffer packings, int faceID, int level) { PtexPacking packing; packing.page = texelFetch(packings, faceID*6).x; packing.nMipmap = texelFetch(packings, faceID*6+1).x; packing.uOffset = texelFetch(packings, faceID*6+2).x; packing.vOffset = texelFetch(packings, faceID*6+3).x; int sizeDiffs = texelFetch(packings, faceID*6+4).x; int wh = texelFetch(packings, faceID*6+5).x; int w = wh >> 8; int h = wh & 0xff; // clamp max level level = min(level, packing.nMipmap); packing.uOffset += computeMipmapOffsetU(w, level); packing.vOffset += computeMipmapOffsetV(h, level); packing.width = 1 << (w-level); packing.height = 1 << (h-level); return packing; } // ---------------------------------------------------------------------------- // Non-Mipmap Lookups // ---------------------------------------------------------------------------- vec4 PtexLookupNearest(vec4 patchCoord, sampler2DArray data, isamplerBuffer packings) { vec2 uv = clamp(patchCoord.xy, vec2(0), vec2(1)); int faceID = int(patchCoord.w); PtexPacking ppack = getPtexPacking(packings, faceID); vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset, uv.y * ppack.height + ppack.vOffset); return texelFetch(data, ivec3(int(coords.x), int(coords.y), ppack.page), 0); } vec4 PtexLookupNearest(vec4 patchCoord, int level, sampler2DArray data, isamplerBuffer packings) { vec2 uv = clamp(patchCoord.xy, vec2(0), vec2(1)); int faceID = int(patchCoord.w); PtexPacking ppack = getPtexPacking(packings, faceID, level); vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset, uv.y * ppack.height + ppack.vOffset); return texelFetch(data, ivec3(int(coords.x), int(coords.y), ppack.page), 0); } vec4 PtexLookupFast(vec4 patchCoord, sampler2DArray data, isamplerBuffer packings) { vec2 uv = clamp(patchCoord.xy, vec2(0), vec2(1)); int faceID = int(patchCoord.w); PtexPacking ppack = getPtexPacking(packings, faceID); ivec3 size = textureSize(data, 0); vec2 coords = vec2((uv.x * ppack.width + ppack.uOffset)/size.x, (uv.y * ppack.height + ppack.vOffset)/size.y); return texture(data, vec3(coords.x, coords.y, ppack.page)); } vec4 PtexLookupFast(vec4 patchCoord, int level, sampler2DArray data, isamplerBuffer packings) { vec2 uv = clamp(patchCoord.xy, vec2(0), vec2(1)); int faceID = int(patchCoord.w); PtexPacking ppack = getPtexPacking(packings, faceID, level); ivec3 size = textureSize(data, 0); vec2 coords = vec2((uv.x * ppack.width + ppack.uOffset)/size.x, (uv.y * ppack.height + ppack.vOffset)/size.y); return texture(data, vec3(coords.x, coords.y, ppack.page)); } vec4 PtexLookup(vec4 patchCoord, int level, sampler2DArray data, isamplerBuffer packings) { vec2 uv = clamp(patchCoord.xy, vec2(0), vec2(1)); int faceID = int(patchCoord.w); PtexPacking ppack = getPtexPacking(packings, faceID, level); vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset, uv.y * ppack.height + ppack.vOffset); coords -= vec2(0.5, 0.5); int c0X = int(floor(coords.x)); int c1X = int(ceil(coords.x)); int c0Y = int(floor(coords.y)); int c1Y = int(ceil(coords.y)); float t = coords.x - float(c0X); float s = coords.y - float(c0Y); vec4 d0 = texelFetch(data, ivec3(c0X, c0Y, ppack.page), 0); vec4 d1 = texelFetch(data, ivec3(c0X, c1Y, ppack.page), 0); vec4 d2 = texelFetch(data, ivec3(c1X, c0Y, ppack.page), 0); vec4 d3 = texelFetch(data, ivec3(c1X, c1Y, ppack.page), 0); vec4 result = (1-t) * ((1-s)*d0 + s*d1) + t * ((1-s)*d2 + s*d3); return result; } vec4 PtexLookupQuadratic(out vec4 du, out vec4 dv, vec4 patchCoord, int level, sampler2DArray data, isamplerBuffer packings) { vec2 uv = clamp(patchCoord.xy, vec2(0), vec2(1)); int faceID = int(patchCoord.w); PtexPacking ppack = getPtexPacking(packings, faceID, level); vec2 coords = vec2(uv.x * ppack.width + ppack.uOffset, uv.y * ppack.height + ppack.vOffset); coords -= vec2(0.5, 0.5); int cX = int(round(coords.x)); int cY = int(round(coords.y)); float x = 0.5 - (float(cX) - coords.x); float y = 0.5 - (float(cY) - coords.y); vec4 d[9]; d[0] = texelFetch(data, ivec3(cX-1, cY-1, ppack.page), 0); d[1] = texelFetch(data, ivec3(cX-1, cY-0, ppack.page), 0); d[2] = texelFetch(data, ivec3(cX-1, cY+1, ppack.page), 0); d[3] = texelFetch(data, ivec3(cX-0, cY-1, ppack.page), 0); d[4] = texelFetch(data, ivec3(cX-0, cY-0, ppack.page), 0); d[5] = texelFetch(data, ivec3(cX-0, cY+1, ppack.page), 0); d[6] = texelFetch(data, ivec3(cX+1, cY-1, ppack.page), 0); d[7] = texelFetch(data, ivec3(cX+1, cY-0, ppack.page), 0); d[8] = texelFetch(data, ivec3(cX+1, cY+1, ppack.page), 0); float B[3], D[3]; vec4 BUCP[3] = vec4[3](vec4(0,0,0,0), vec4(0,0,0,0), vec4(0,0,0,0)), DUCP[3] = vec4[3](vec4(0,0,0,0), vec4(0,0,0,0), vec4(0,0,0,0)); evalQuadraticBSpline(y, B, D); for (int i = 0; i < 3; ++i) { for (int j = 0; j < 3; j++) { vec4 A = d[i*3+j]; BUCP[i] += A * B[j]; DUCP[i] += A * D[j]; } } evalQuadraticBSpline(x, B, D); vec4 result = vec4(0); du = vec4(0); dv = vec4(0); for (int i = 0; i < 3; ++i) { result += B[i] * BUCP[i]; du += D[i] * BUCP[i]; dv += B[i] * DUCP[i]; } du *= ppack.width; dv *= ppack.height; return result; } // ---------------------------------------------------------------------------- // MipMap Lookups // ---------------------------------------------------------------------------- vec4 PtexMipmapLookupNearest(vec4 patchCoord, float level, sampler2DArray data, isamplerBuffer packings) { #if defined(SEAMLESS_MIPMAP) // diff level int faceID = int(patchCoord.w); vec2 uv = patchCoord.xy; PtexPacking packing = getPtexPacking(packings, faceID); level += mix(mix(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x), mix(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x), uv.y); #endif int levelm = int(floor(level)); int levelp = int(ceil(level)); float t = level - float(levelm); vec4 result = (1-t) * PtexLookupNearest(patchCoord, levelm, data, packings) + t * PtexLookupNearest(patchCoord, levelp, data, packings); return result; } vec4 PtexMipmapLookup(vec4 patchCoord, float level, sampler2DArray data, isamplerBuffer packings) { #if defined(SEAMLESS_MIPMAP) // diff level int faceID = int(patchCoord.w); vec2 uv = patchCoord.xy; PtexPacking packing = getPtexPacking(packings, faceID); level += mix(mix(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x), mix(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x), uv.y); #endif int levelm = int(floor(level)); int levelp = int(ceil(level)); float t = level - float(levelm); vec4 result = (1-t) * PtexLookup(patchCoord, levelm, data, packings) + t * PtexLookup(patchCoord, levelp, data, packings); return result; } vec4 PtexMipmapLookupQuadratic(out vec4 du, out vec4 dv, vec4 patchCoord, float level, sampler2DArray data, isamplerBuffer packings) { #if defined(SEAMLESS_MIPMAP) // diff level int faceID = int(patchCoord.w); vec2 uv = patchCoord.xy; PtexPacking packing = getPtexPacking(packings, faceID); level += mix(mix(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x), mix(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x), uv.y); #endif int levelm = int(floor(level)); int levelp = int(ceil(level)); float t = level - float(levelm); vec4 du0, du1, dv0, dv1; vec4 r0 = PtexLookupQuadratic(du0, dv0, patchCoord, levelm, data, packings); vec4 r1 = PtexLookupQuadratic(du1, dv1, patchCoord, levelp, data, packings); vec4 result = mix(r0, r1, t); du = mix(du0, du1, t); dv = mix(dv0, dv1, t); return result; } vec4 PtexMipmapLookupQuadratic(vec4 patchCoord, float level, sampler2DArray data, isamplerBuffer packings) { vec4 du, dv; return PtexMipmapLookupQuadratic(du, dv, patchCoord, level, data, packings); } // end from OpenSubdiv/examples/common // ---------------------------------------------------------------------------- #ifndef GLOP_PTEX_TEXTURE_FACEOFFSET #define GLOP_PTEX_TEXTURE_FACEOFFSET uniform int ptexFaceOffset; #endif #define GLOP_PTEX_TEXTURE_DECLARE(textureName) \ uniform sampler2DArray textureName##_Data; \ uniform isamplerBuffer textureName##_Packing; #define GLOP_PTEX_TEXTURE_LOOKUP(textureName, patchCoord) \ GlopPtexTextureLookup(textureName##_Data, \ textureName##_Packing, \ patchCoord) vec4 GlopPtexTextureLookup(sampler2DArray data, isamplerBuffer packings, vec4 patchCoord) { patchCoord.w += ptexFaceOffset; return PtexLookup(patchCoord, /*level = */0, data, packings); } #endif