2012-12-11 01:15:13 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// Copyright 2013 Pixar
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2012-12-11 01:15:13 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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2012-12-11 01:15:13 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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2012-12-11 01:15:13 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// You may obtain a copy of the Apache License at
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2012-12-11 01:15:13 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// http://www.apache.org/licenses/LICENSE-2.0
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2013-07-18 21:19:50 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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2012-12-11 01:15:13 +00:00
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//
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2013-09-26 19:04:57 +00:00
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2013-12-03 23:59:38 +00:00
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//
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// typical shader composition ordering (see glDrawRegistry:_CompileShader)
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//
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//
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// - glsl version string (#version 430)
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//
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// - common defines (#define OSD_ENABLE_PATCH_CULL, ...)
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// - source defines (#define VERTEX_SHADER, ...)
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//
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// - osd headers (glslPatchCommon: varying structs,
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// glslPtexCommon: ptex functions)
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// - client header (Osd*Matrix(), displacement callback, ...)
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//
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// - osd shader source (glslPatchBSpline, glslPatchGregory, ...)
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// or
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// client shader source (vertex/geometry/fragment shader)
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//
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2012-12-11 01:15:13 +00:00
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//----------------------------------------------------------
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// Patches.Common
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//----------------------------------------------------------
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2015-05-26 23:35:06 +00:00
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// XXXdyu all handling of varying data can be managed by client code
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2013-06-28 21:05:47 +00:00
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#ifndef OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_DECLARE
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// type var;
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#endif
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#ifndef OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE
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// layout(location = loc) in type var;
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#endif
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#ifndef OSD_USER_VARYING_PER_VERTEX
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#define OSD_USER_VARYING_PER_VERTEX()
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// output.var = var;
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#endif
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#ifndef OSD_USER_VARYING_PER_CONTROL_POINT
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#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN)
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// output[ID_OUT].var = input[ID_IN].var
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#endif
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#ifndef OSD_USER_VARYING_PER_EVAL_POINT
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#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d)
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// output.var =
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// mix(mix(input[a].var, input[b].var, UV.x),
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// mix(input[c].var, input[d].var, UV.x), UV.y)
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2012-12-11 01:15:13 +00:00
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#endif
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2015-11-19 02:08:02 +00:00
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// For now, fractional spacing is supported only with screen space tessellation
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#ifndef OSD_ENABLE_SCREENSPACE_TESSELLATION
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#undef OSD_FRACTIONAL_EVEN_SPACING
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#undef OSD_FRACTIONAL_ODD_SPACING
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#endif
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2015-10-23 22:24:35 +00:00
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#if defined OSD_FRACTIONAL_EVEN_SPACING
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2015-05-26 23:35:06 +00:00
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#define OSD_SPACING fractional_even_spacing
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2015-10-23 22:24:35 +00:00
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#elif defined OSD_FRACTIONAL_ODD_SPACING
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#define OSD_SPACING fractional_odd_spacing
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2015-05-26 23:35:06 +00:00
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#else
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#define OSD_SPACING equal_spacing
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#endif
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2013-07-19 02:44:54 +00:00
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#if __VERSION__ < 420
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#define centroid
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#endif
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2012-12-11 01:15:13 +00:00
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struct ControlVertex {
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vec4 position;
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2015-04-08 01:34:05 +00:00
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#ifdef OSD_ENABLE_PATCH_CULL
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2012-12-11 01:15:13 +00:00
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ivec3 clipFlag;
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2015-04-08 01:34:05 +00:00
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#endif
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2012-12-11 01:15:13 +00:00
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};
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2015-05-26 23:35:06 +00:00
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// XXXdyu all downstream data can be handled by client code
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2012-12-11 01:15:13 +00:00
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struct OutputVertex {
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vec4 position;
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vec3 normal;
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2013-09-21 01:23:28 +00:00
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vec3 tangent;
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vec3 bitangent;
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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centroid vec4 patchCoord; // u, v, faceLevel, faceId
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centroid vec2 tessCoord; // tesscoord.st
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2013-09-21 01:23:28 +00:00
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#if defined OSD_COMPUTE_NORMAL_DERIVATIVES
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vec3 Nu;
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vec3 Nv;
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#endif
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2012-12-11 01:15:13 +00:00
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};
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2013-12-03 23:59:38 +00:00
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// osd shaders need following functions defined
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mat4 OsdModelViewMatrix();
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mat4 OsdProjectionMatrix();
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mat4 OsdModelViewProjectionMatrix();
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float OsdTessLevel();
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int OsdGregoryQuadOffsetBase();
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int OsdPrimitiveIdBase();
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2014-05-09 00:20:54 +00:00
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int OsdBaseVertex();
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2013-03-08 01:50:15 +00:00
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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#ifndef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK
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2012-12-11 01:15:13 +00:00
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#endif
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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// ----------------------------------------------------------------------------
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// Patch Parameters
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// ----------------------------------------------------------------------------
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//
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// Each patch has a corresponding patchParam. This is a set of three values
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// specifying additional information about the patch:
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//
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// faceId -- topological face identifier (e.g. Ptex FaceId)
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// bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
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// sharpness -- crease sharpness for single-crease patches
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//
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// These are stored in OsdPatchParamBuffer indexed by the value returned
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// from OsdGetPatchIndex() which is a function of the current PrimitiveID
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// along with an optional client provided offset.
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//
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2013-12-03 23:59:38 +00:00
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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uniform isamplerBuffer OsdPatchParamBuffer;
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int OsdGetPatchIndex(int primitiveId)
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2013-01-05 03:15:24 +00:00
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{
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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return (primitiveId + OsdPrimitiveIdBase());
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2013-01-05 03:15:24 +00:00
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}
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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ivec3 OsdGetPatchParam(int patchIndex)
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2012-12-11 01:15:13 +00:00
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{
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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return texelFetch(OsdPatchParamBuffer, patchIndex).xyz;
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2012-12-11 01:15:13 +00:00
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}
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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int OsdGetPatchFaceId(ivec3 patchParam)
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{
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2015-06-11 20:18:25 +00:00
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return (patchParam.x & 0xfffffff);
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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}
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2012-12-11 01:15:13 +00:00
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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int OsdGetPatchFaceLevel(ivec3 patchParam)
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{
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2015-06-11 20:18:25 +00:00
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return (1 << ((patchParam.y & 0xf) - ((patchParam.y >> 4) & 1)));
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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}
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2013-07-03 19:08:10 +00:00
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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int OsdGetPatchRefinementLevel(ivec3 patchParam)
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{
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2015-06-11 20:18:25 +00:00
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return (patchParam.y & 0xf);
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
2012-12-11 01:15:13 +00:00
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
int OsdGetPatchBoundaryMask(ivec3 patchParam)
|
|
|
|
{
|
2018-09-28 03:13:01 +00:00
|
|
|
return ((patchParam.y >> 7) & 0x1f);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
2015-04-17 14:42:53 +00:00
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
int OsdGetPatchTransitionMask(ivec3 patchParam)
|
|
|
|
{
|
2015-06-11 20:18:25 +00:00
|
|
|
return ((patchParam.x >> 28) & 0xf);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
2012-12-11 01:15:13 +00:00
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
ivec2 OsdGetPatchFaceUV(ivec3 patchParam)
|
|
|
|
{
|
|
|
|
int u = (patchParam.y >> 22) & 0x3ff;
|
|
|
|
int v = (patchParam.y >> 12) & 0x3ff;
|
|
|
|
return ivec2(u,v);
|
|
|
|
}
|
2014-10-13 15:52:09 +00:00
|
|
|
|
2016-10-17 21:53:32 +00:00
|
|
|
bool OsdGetPatchIsRegular(ivec3 patchParam)
|
|
|
|
{
|
|
|
|
return ((patchParam.y >> 5) & 0x1) != 0;
|
|
|
|
}
|
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
float OsdGetPatchSharpness(ivec3 patchParam)
|
|
|
|
{
|
|
|
|
return intBitsToFloat(patchParam.z);
|
|
|
|
}
|
2012-12-11 01:15:13 +00:00
|
|
|
|
2015-06-02 19:02:52 +00:00
|
|
|
float OsdGetPatchSingleCreaseSegmentParameter(ivec3 patchParam, vec2 uv)
|
2015-06-02 04:18:35 +00:00
|
|
|
{
|
|
|
|
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
|
|
|
|
float s = 0;
|
|
|
|
if ((boundaryMask & 1) != 0) {
|
|
|
|
s = 1 - uv.y;
|
|
|
|
} else if ((boundaryMask & 2) != 0) {
|
|
|
|
s = uv.x;
|
|
|
|
} else if ((boundaryMask & 4) != 0) {
|
|
|
|
s = uv.y;
|
|
|
|
} else if ((boundaryMask & 8) != 0) {
|
|
|
|
s = 1 - uv.x;
|
|
|
|
}
|
|
|
|
return s;
|
|
|
|
}
|
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
ivec4 OsdGetPatchCoord(ivec3 patchParam)
|
|
|
|
{
|
|
|
|
int faceId = OsdGetPatchFaceId(patchParam);
|
|
|
|
int faceLevel = OsdGetPatchFaceLevel(patchParam);
|
|
|
|
ivec2 faceUV = OsdGetPatchFaceUV(patchParam);
|
|
|
|
return ivec4(faceUV.x, faceUV.y, faceLevel, faceId);
|
|
|
|
}
|
|
|
|
|
2015-05-26 23:35:06 +00:00
|
|
|
vec4 OsdInterpolatePatchCoord(vec2 localUV, ivec3 patchParam)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
{
|
2015-05-26 23:35:06 +00:00
|
|
|
ivec4 perPrimPatchCoord = OsdGetPatchCoord(patchParam);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
int faceId = perPrimPatchCoord.w;
|
|
|
|
int faceLevel = perPrimPatchCoord.z;
|
|
|
|
vec2 faceUV = vec2(perPrimPatchCoord.x, perPrimPatchCoord.y);
|
|
|
|
vec2 uv = localUV/faceLevel + faceUV/faceLevel;
|
|
|
|
// add 0.5 to integer values for more robust interpolation
|
|
|
|
return vec4(uv.x, uv.y, faceLevel+0.5f, faceId+0.5f);
|
|
|
|
}
|
2012-12-11 01:15:13 +00:00
|
|
|
|
2013-07-03 19:08:10 +00:00
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// patch culling
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
2012-12-11 01:15:13 +00:00
|
|
|
#ifdef OSD_ENABLE_PATCH_CULL
|
|
|
|
|
|
|
|
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
|
2013-12-03 23:59:38 +00:00
|
|
|
vec4 clipPos = OsdModelViewProjectionMatrix() * P; \
|
2012-12-11 01:15:13 +00:00
|
|
|
bvec3 clip0 = lessThan(clipPos.xyz, vec3(clipPos.w)); \
|
|
|
|
bvec3 clip1 = greaterThan(clipPos.xyz, -vec3(clipPos.w)); \
|
2013-06-10 19:53:04 +00:00
|
|
|
outpt.v.clipFlag = ivec3(clip0) + 2*ivec3(clip1); \
|
2012-12-11 01:15:13 +00:00
|
|
|
|
|
|
|
#define OSD_PATCH_CULL(N) \
|
|
|
|
ivec3 clipFlag = ivec3(0); \
|
|
|
|
for(int i = 0; i < N; ++i) { \
|
2013-06-10 19:53:04 +00:00
|
|
|
clipFlag |= inpt[i].v.clipFlag; \
|
2012-12-11 01:15:13 +00:00
|
|
|
} \
|
|
|
|
if (clipFlag != ivec3(3) ) { \
|
|
|
|
gl_TessLevelInner[0] = 0; \
|
|
|
|
gl_TessLevelInner[1] = 0; \
|
|
|
|
gl_TessLevelOuter[0] = 0; \
|
|
|
|
gl_TessLevelOuter[1] = 0; \
|
|
|
|
gl_TessLevelOuter[2] = 0; \
|
|
|
|
gl_TessLevelOuter[3] = 0; \
|
|
|
|
return; \
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
|
|
|
|
#define OSD_PATCH_CULL(N)
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
2015-05-31 14:31:21 +00:00
|
|
|
|
2012-12-11 01:15:13 +00:00
|
|
|
void
|
2015-05-26 23:35:06 +00:00
|
|
|
OsdUnivar4x4(in float u, out float B[4], out float D[4])
|
2012-12-11 01:15:13 +00:00
|
|
|
{
|
|
|
|
float t = u;
|
|
|
|
float s = 1.0f - u;
|
|
|
|
|
|
|
|
float A0 = s * s;
|
|
|
|
float A1 = 2 * s * t;
|
|
|
|
float A2 = t * t;
|
|
|
|
|
|
|
|
B[0] = s * A0;
|
|
|
|
B[1] = t * A0 + s * A1;
|
|
|
|
B[2] = t * A1 + s * A2;
|
|
|
|
B[3] = t * A2;
|
|
|
|
|
|
|
|
D[0] = - A0;
|
|
|
|
D[1] = A0 - A1;
|
|
|
|
D[2] = A1 - A2;
|
|
|
|
D[3] = A2;
|
|
|
|
}
|
2013-09-21 01:23:28 +00:00
|
|
|
|
|
|
|
void
|
2015-05-26 23:35:06 +00:00
|
|
|
OsdUnivar4x4(in float u, out float B[4], out float D[4], out float C[4])
|
2013-09-21 01:23:28 +00:00
|
|
|
{
|
|
|
|
float t = u;
|
|
|
|
float s = 1.0f - u;
|
|
|
|
|
|
|
|
float A0 = s * s;
|
|
|
|
float A1 = 2 * s * t;
|
|
|
|
float A2 = t * t;
|
|
|
|
|
|
|
|
B[0] = s * A0;
|
|
|
|
B[1] = t * A0 + s * A1;
|
|
|
|
B[2] = t * A1 + s * A2;
|
|
|
|
B[3] = t * A2;
|
|
|
|
|
|
|
|
D[0] = - A0;
|
|
|
|
D[1] = A0 - A1;
|
|
|
|
D[2] = A1 - A2;
|
|
|
|
D[3] = A2;
|
|
|
|
|
|
|
|
A0 = - s;
|
|
|
|
A1 = s - t;
|
|
|
|
A2 = t;
|
|
|
|
|
|
|
|
C[0] = - A0;
|
|
|
|
C[1] = A0 - A1;
|
|
|
|
C[2] = A1 - A2;
|
|
|
|
C[3] = A2;
|
|
|
|
}
|
2015-04-21 16:50:34 +00:00
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
2015-05-31 05:36:50 +00:00
|
|
|
struct OsdPerPatchVertexBezier {
|
|
|
|
ivec3 patchParam;
|
|
|
|
vec3 P;
|
|
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
|
|
vec3 P1;
|
|
|
|
vec3 P2;
|
|
|
|
vec2 vSegments;
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
|
2015-04-21 16:50:34 +00:00
|
|
|
vec3
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
OsdEvalBezier(vec3 cp[16], vec2 uv)
|
2015-04-21 16:50:34 +00:00
|
|
|
{
|
2015-05-26 23:35:06 +00:00
|
|
|
vec3 BUCP[4] = vec3[4](vec3(0), vec3(0), vec3(0), vec3(0));
|
2015-04-21 16:50:34 +00:00
|
|
|
|
|
|
|
float B[4], D[4];
|
|
|
|
|
2015-05-26 23:35:06 +00:00
|
|
|
OsdUnivar4x4(uv.x, B, D);
|
2015-04-21 16:50:34 +00:00
|
|
|
for (int i=0; i<4; ++i) {
|
|
|
|
for (int j=0; j<4; ++j) {
|
|
|
|
vec3 A = cp[4*i + j];
|
|
|
|
BUCP[i] += A * B[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-05-26 23:35:06 +00:00
|
|
|
vec3 P = vec3(0);
|
2015-04-21 16:50:34 +00:00
|
|
|
|
2015-05-26 23:35:06 +00:00
|
|
|
OsdUnivar4x4(uv.y, B, D);
|
2015-04-21 16:50:34 +00:00
|
|
|
for (int k=0; k<4; ++k) {
|
2015-05-26 23:35:06 +00:00
|
|
|
P += B[k] * BUCP[k];
|
2015-04-21 16:50:34 +00:00
|
|
|
}
|
|
|
|
|
2015-05-26 23:35:06 +00:00
|
|
|
return P;
|
2015-04-21 16:50:34 +00:00
|
|
|
}
|
|
|
|
|
2015-05-31 05:36:50 +00:00
|
|
|
// When OSD_PATCH_ENABLE_SINGLE_CREASE is defined,
|
|
|
|
// this function evaluates single-crease patch, which is segmented into
|
|
|
|
// 3 parts in the v-direction.
|
|
|
|
//
|
|
|
|
// v=0 vSegment.x vSegment.y v=1
|
|
|
|
// +------------------+-------------------+------------------+
|
|
|
|
// | cp 0 | cp 1 | cp 2 |
|
|
|
|
// | (infinite sharp) | (floor sharpness) | (ceil sharpness) |
|
|
|
|
// +------------------+-------------------+------------------+
|
|
|
|
//
|
|
|
|
vec3
|
2015-06-02 04:18:35 +00:00
|
|
|
OsdEvalBezier(OsdPerPatchVertexBezier cp[16], ivec3 patchParam, vec2 uv)
|
2015-05-31 05:36:50 +00:00
|
|
|
{
|
|
|
|
vec3 BUCP[4] = vec3[4](vec3(0), vec3(0), vec3(0), vec3(0));
|
|
|
|
|
|
|
|
float B[4], D[4];
|
2015-06-02 19:02:52 +00:00
|
|
|
float s = OsdGetPatchSingleCreaseSegmentParameter(patchParam, uv);
|
2015-05-31 05:36:50 +00:00
|
|
|
|
|
|
|
OsdUnivar4x4(uv.x, B, D);
|
|
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
|
|
vec2 vSegments = cp[0].vSegments;
|
2015-06-02 04:18:35 +00:00
|
|
|
if (s <= vSegments.x) {
|
2015-05-31 05:36:50 +00:00
|
|
|
for (int i=0; i<4; ++i) {
|
|
|
|
for (int j=0; j<4; ++j) {
|
2015-05-31 14:31:21 +00:00
|
|
|
vec3 A = cp[4*i + j].P;
|
2015-05-31 05:36:50 +00:00
|
|
|
BUCP[i] += A * B[j];
|
|
|
|
}
|
|
|
|
}
|
2015-06-02 04:18:35 +00:00
|
|
|
} else if (s <= vSegments.y) {
|
2015-05-31 05:36:50 +00:00
|
|
|
for (int i=0; i<4; ++i) {
|
|
|
|
for (int j=0; j<4; ++j) {
|
2015-05-31 14:31:21 +00:00
|
|
|
vec3 A = cp[4*i + j].P1;
|
2015-05-31 05:36:50 +00:00
|
|
|
BUCP[i] += A * B[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for (int i=0; i<4; ++i) {
|
|
|
|
for (int j=0; j<4; ++j) {
|
2015-05-31 14:31:21 +00:00
|
|
|
vec3 A = cp[4*i + j].P2;
|
2015-05-31 05:36:50 +00:00
|
|
|
BUCP[i] += A * B[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
for (int i=0; i<4; ++i) {
|
|
|
|
for (int j=0; j<4; ++j) {
|
|
|
|
vec3 A = cp[4*i + j].P;
|
|
|
|
BUCP[i] += A * B[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
vec3 P = vec3(0);
|
|
|
|
|
|
|
|
OsdUnivar4x4(uv.y, B, D);
|
|
|
|
for (int k=0; k<4; ++k) {
|
|
|
|
P += B[k] * BUCP[k];
|
|
|
|
}
|
|
|
|
|
|
|
|
return P;
|
|
|
|
}
|
|
|
|
|
2015-04-21 16:50:34 +00:00
|
|
|
// ----------------------------------------------------------------------------
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
// Boundary Interpolation
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdComputeBSplineBoundaryPoints(inout vec3 cpt[16], ivec3 patchParam)
|
|
|
|
{
|
|
|
|
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
|
|
|
|
|
|
|
|
if ((boundaryMask & 1) != 0) {
|
|
|
|
cpt[0] = 2*cpt[4] - cpt[8];
|
|
|
|
cpt[1] = 2*cpt[5] - cpt[9];
|
|
|
|
cpt[2] = 2*cpt[6] - cpt[10];
|
|
|
|
cpt[3] = 2*cpt[7] - cpt[11];
|
|
|
|
}
|
|
|
|
if ((boundaryMask & 2) != 0) {
|
|
|
|
cpt[3] = 2*cpt[2] - cpt[1];
|
|
|
|
cpt[7] = 2*cpt[6] - cpt[5];
|
|
|
|
cpt[11] = 2*cpt[10] - cpt[9];
|
|
|
|
cpt[15] = 2*cpt[14] - cpt[13];
|
|
|
|
}
|
|
|
|
if ((boundaryMask & 4) != 0) {
|
|
|
|
cpt[12] = 2*cpt[8] - cpt[4];
|
|
|
|
cpt[13] = 2*cpt[9] - cpt[5];
|
|
|
|
cpt[14] = 2*cpt[10] - cpt[6];
|
|
|
|
cpt[15] = 2*cpt[11] - cpt[7];
|
|
|
|
}
|
|
|
|
if ((boundaryMask & 8) != 0) {
|
|
|
|
cpt[0] = 2*cpt[1] - cpt[2];
|
|
|
|
cpt[4] = 2*cpt[5] - cpt[6];
|
|
|
|
cpt[8] = 2*cpt[9] - cpt[10];
|
|
|
|
cpt[12] = 2*cpt[13] - cpt[14];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// Tessellation
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
//
|
|
|
|
// Organization of B-spline and Bezier control points.
|
|
|
|
//
|
|
|
|
// Each patch is defined by 16 control points (labeled 0-15).
|
|
|
|
//
|
|
|
|
// The patch will be evaluated across the domain from (0,0) at
|
|
|
|
// the lower-left to (1,1) at the upper-right. When computing
|
|
|
|
// adaptive tessellation metrics, we consider refined vertex-vertex
|
|
|
|
// and edge-vertex points along the transition edges of the patch
|
|
|
|
// (labeled vv* and ev* respectively).
|
|
|
|
//
|
|
|
|
// The two segments of each transition edge are labeled Lo and Hi,
|
2015-08-12 19:36:58 +00:00
|
|
|
// with the Lo segment occurring before the Hi segment along the
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
// transition edge's domain parameterization. These Lo and Hi segment
|
|
|
|
// tessellation levels determine how domain evaluation coordinates
|
|
|
|
// are remapped along transition edges. The Hi segment value will
|
|
|
|
// be zero for a non-transition edge.
|
|
|
|
//
|
|
|
|
// (0,1) (1,1)
|
|
|
|
//
|
|
|
|
// vv3 ev23 vv2
|
|
|
|
// | Lo3 | Hi3 |
|
|
|
|
// --O-----------O-----+-----O-----------O--
|
|
|
|
// | 12 | 13 14 | 15 |
|
|
|
|
// | | | |
|
|
|
|
// | | | |
|
|
|
|
// Hi0 | | | | Hi2
|
|
|
|
// | | | |
|
|
|
|
// O-----------O-----------O-----------O
|
|
|
|
// | 8 | 9 10 | 11 |
|
|
|
|
// | | | |
|
|
|
|
// ev03 --+ | | +-- ev12
|
|
|
|
// | | | |
|
|
|
|
// | 4 | 5 6 | 7 |
|
|
|
|
// O-----------O-----------O-----------O
|
|
|
|
// | | | |
|
|
|
|
// Lo0 | | | | Lo2
|
|
|
|
// | | | |
|
|
|
|
// | | | |
|
|
|
|
// | 0 | 1 2 | 3 |
|
|
|
|
// --O-----------O-----+-----O-----------O--
|
|
|
|
// | Lo1 | Hi1 |
|
|
|
|
// vv0 ev01 vv1
|
|
|
|
//
|
|
|
|
// (0,0) (1,0)
|
|
|
|
//
|
|
|
|
|
2015-06-04 01:01:19 +00:00
|
|
|
#define OSD_MAX_TESS_LEVEL gl_MaxTessGenLevel
|
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
float OsdComputePostProjectionSphereExtent(vec3 center, float diameter)
|
|
|
|
{
|
2015-05-26 23:35:06 +00:00
|
|
|
vec4 p = OsdProjectionMatrix() * vec4(center, 1.0);
|
|
|
|
return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
float OsdComputeTessLevel(vec3 p0, vec3 p1)
|
|
|
|
{
|
|
|
|
// Adaptive factor can be any computation that depends only on arg values.
|
|
|
|
// Project the diameter of the edge's bounding sphere instead of using the
|
|
|
|
// length of the projected edge itself to avoid problems near silhouettes.
|
2015-05-26 23:35:06 +00:00
|
|
|
p0 = (OsdModelViewMatrix() * vec4(p0, 1.0)).xyz;
|
|
|
|
p1 = (OsdModelViewMatrix() * vec4(p1, 1.0)).xyz;
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
vec3 center = (p0 + p1) / 2.0;
|
|
|
|
float diameter = distance(p0, p1);
|
|
|
|
float projLength = OsdComputePostProjectionSphereExtent(center, diameter);
|
2015-10-23 22:24:35 +00:00
|
|
|
float tessLevel = max(1.0, OsdTessLevel() * projLength);
|
2015-06-04 01:01:19 +00:00
|
|
|
|
|
|
|
// We restrict adaptive tessellation levels to half of the device
|
|
|
|
// supported maximum because transition edges are split into two
|
2015-08-12 19:36:58 +00:00
|
|
|
// halves and the sum of the two corresponding levels must not exceed
|
2015-06-04 01:01:19 +00:00
|
|
|
// the device maximum. We impose this limit even for non-transition
|
|
|
|
// edges because a non-transition edge must be able to match up with
|
|
|
|
// one half of the transition edge of an adjacent transition patch.
|
|
|
|
return min(tessLevel, OSD_MAX_TESS_LEVEL / 2);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdGetTessLevelsUniform(ivec3 patchParam,
|
2015-05-26 23:35:06 +00:00
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
{
|
2015-06-04 01:01:19 +00:00
|
|
|
// Uniform factors are simple powers of two for each level.
|
|
|
|
// The maximum here can be increased if we know the maximum
|
|
|
|
// refinement level of the mesh:
|
|
|
|
// min(OSD_MAX_TESS_LEVEL, pow(2, MaximumRefinementLevel-1)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
|
2015-06-04 01:01:19 +00:00
|
|
|
float tessLevel = min(OsdTessLevel(), OSD_MAX_TESS_LEVEL) /
|
|
|
|
pow(2, refinementLevel-1);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
|
2015-06-03 00:08:17 +00:00
|
|
|
// tessLevels of transition edge should be clamped to 2.
|
|
|
|
int transitionMask = OsdGetPatchTransitionMask(patchParam);
|
|
|
|
vec4 tessLevelMin = vec4(1) + vec4(((transitionMask & 8) >> 3),
|
|
|
|
((transitionMask & 1) >> 0),
|
|
|
|
((transitionMask & 2) >> 1),
|
|
|
|
((transitionMask & 4) >> 2));
|
|
|
|
|
|
|
|
tessOuterLo = max(vec4(tessLevel), tessLevelMin);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
tessOuterHi = vec4(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdGetTessLevelsRefinedPoints(vec3 cp[16], ivec3 patchParam,
|
2015-05-26 23:35:06 +00:00
|
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|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
{
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// Each edge of a transition patch is adjacent to one or two patches
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// at the next refined level of subdivision. We compute the corresponding
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// vertex-vertex and edge-vertex refined points along the edges of the
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// patch using Catmull-Clark subdivision stencil weights.
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// For simplicity, we let the optimizer discard unused computation.
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vec3 vv0 = (cp[0] + cp[2] + cp[8] + cp[10]) * 0.015625 +
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(cp[1] + cp[4] + cp[6] + cp[9]) * 0.09375 + cp[5] * 0.5625;
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vec3 ev01 = (cp[1] + cp[2] + cp[9] + cp[10]) * 0.0625 +
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(cp[5] + cp[6]) * 0.375;
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vec3 vv1 = (cp[1] + cp[3] + cp[9] + cp[11]) * 0.015625 +
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(cp[2] + cp[5] + cp[7] + cp[10]) * 0.09375 + cp[6] * 0.5625;
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vec3 ev12 = (cp[5] + cp[7] + cp[9] + cp[11]) * 0.0625 +
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(cp[6] + cp[10]) * 0.375;
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vec3 vv2 = (cp[5] + cp[7] + cp[13] + cp[15]) * 0.015625 +
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(cp[6] + cp[9] + cp[11] + cp[14]) * 0.09375 + cp[10] * 0.5625;
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vec3 ev23 = (cp[5] + cp[6] + cp[13] + cp[14]) * 0.0625 +
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(cp[9] + cp[10]) * 0.375;
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vec3 vv3 = (cp[4] + cp[6] + cp[12] + cp[14]) * 0.015625 +
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(cp[5] + cp[8] + cp[10] + cp[13]) * 0.09375 + cp[9] * 0.5625;
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vec3 ev03 = (cp[4] + cp[6] + cp[8] + cp[10]) * 0.0625 +
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(cp[5] + cp[9]) * 0.375;
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tessOuterLo = vec4(0);
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tessOuterHi = vec4(0);
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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if ((transitionMask & 8) != 0) {
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tessOuterLo[0] = OsdComputeTessLevel(vv0, ev03);
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tessOuterHi[0] = OsdComputeTessLevel(vv3, ev03);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(cp[5], cp[9]);
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}
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if ((transitionMask & 1) != 0) {
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tessOuterLo[1] = OsdComputeTessLevel(vv0, ev01);
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tessOuterHi[1] = OsdComputeTessLevel(vv1, ev01);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(cp[5], cp[6]);
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}
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if ((transitionMask & 2) != 0) {
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tessOuterLo[2] = OsdComputeTessLevel(vv1, ev12);
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tessOuterHi[2] = OsdComputeTessLevel(vv2, ev12);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(cp[6], cp[10]);
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}
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if ((transitionMask & 4) != 0) {
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tessOuterLo[3] = OsdComputeTessLevel(vv3, ev23);
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tessOuterHi[3] = OsdComputeTessLevel(vv2, ev23);
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} else {
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tessOuterLo[3] = OsdComputeTessLevel(cp[9], cp[10]);
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}
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}
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void
|
2015-05-31 05:36:50 +00:00
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OsdGetTessLevelsLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
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ivec3 patchParam, out vec4 tessOuterLo, out vec4 tessOuterHi)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
{
|
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// Each edge of a transition patch is adjacent to one or two patches
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// at the next refined level of subdivision. When the patch control
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// points have been converted to the Bezier basis, the control points
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// at the four corners are on the limit surface (since a Bezier patch
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// interpolates its corner control points). We can compute an adaptive
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// tessellation level for transition edges on the limit surface by
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// evaluating a limit position at the mid point of each transition edge.
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tessOuterLo = vec4(0);
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tessOuterHi = vec4(0);
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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|
2015-05-31 05:36:50 +00:00
|
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|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
2015-06-02 04:18:35 +00:00
|
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|
// PERFOMANCE: we just need to pick the correct corner points from P, P1, P2
|
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|
vec3 p0 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.0));
|
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vec3 p3 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.0));
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|
vec3 p12 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 1.0));
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vec3 p15 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 1.0));
|
2015-05-31 05:36:50 +00:00
|
|
|
if ((transitionMask & 8) != 0) {
|
2015-06-02 04:18:35 +00:00
|
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|
vec3 ev03 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.5));
|
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tessOuterLo[0] = OsdComputeTessLevel(p0, ev03);
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tessOuterHi[0] = OsdComputeTessLevel(p12, ev03);
|
2015-05-31 05:36:50 +00:00
|
|
|
} else {
|
2015-06-02 04:18:35 +00:00
|
|
|
tessOuterLo[0] = OsdComputeTessLevel(p0, p12);
|
2015-05-31 05:36:50 +00:00
|
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|
}
|
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|
if ((transitionMask & 1) != 0) {
|
2015-06-02 04:18:35 +00:00
|
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|
vec3 ev01 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 0.0));
|
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tessOuterLo[1] = OsdComputeTessLevel(p0, ev01);
|
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|
tessOuterHi[1] = OsdComputeTessLevel(p3, ev01);
|
2015-05-31 05:36:50 +00:00
|
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|
} else {
|
2015-06-02 04:18:35 +00:00
|
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|
tessOuterLo[1] = OsdComputeTessLevel(p0, p3);
|
2015-05-31 05:36:50 +00:00
|
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|
}
|
|
|
|
if ((transitionMask & 2) != 0) {
|
2015-06-02 04:18:35 +00:00
|
|
|
vec3 ev12 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.5));
|
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|
|
tessOuterLo[2] = OsdComputeTessLevel(p3, ev12);
|
|
|
|
tessOuterHi[2] = OsdComputeTessLevel(p15, ev12);
|
2015-05-31 05:36:50 +00:00
|
|
|
} else {
|
2015-06-02 04:18:35 +00:00
|
|
|
tessOuterLo[2] = OsdComputeTessLevel(p3, p15);
|
2015-05-31 05:36:50 +00:00
|
|
|
}
|
|
|
|
if ((transitionMask & 4) != 0) {
|
2015-06-02 04:18:35 +00:00
|
|
|
vec3 ev23 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 1.0));
|
|
|
|
tessOuterLo[3] = OsdComputeTessLevel(p12, ev23);
|
|
|
|
tessOuterHi[3] = OsdComputeTessLevel(p15, ev23);
|
2015-05-31 05:36:50 +00:00
|
|
|
} else {
|
2015-06-02 04:18:35 +00:00
|
|
|
tessOuterLo[3] = OsdComputeTessLevel(p12, p15);
|
2015-05-31 05:36:50 +00:00
|
|
|
}
|
|
|
|
#else
|
2019-01-19 02:15:43 +00:00
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
if ((transitionMask & 8) != 0) {
|
2015-06-02 04:18:35 +00:00
|
|
|
vec3 ev03 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.5));
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, ev03);
|
|
|
|
tessOuterHi[0] = OsdComputeTessLevel(cpBezier[12].P, ev03);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
} else {
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[12].P);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
|
|
|
if ((transitionMask & 1) != 0) {
|
2015-06-02 04:18:35 +00:00
|
|
|
vec3 ev01 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 0.0));
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, ev01);
|
|
|
|
tessOuterHi[1] = OsdComputeTessLevel(cpBezier[3].P, ev01);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
} else {
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[3].P);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
|
|
|
if ((transitionMask & 2) != 0) {
|
2015-06-02 04:18:35 +00:00
|
|
|
vec3 ev12 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.5));
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, ev12);
|
|
|
|
tessOuterHi[2] = OsdComputeTessLevel(cpBezier[15].P, ev12);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
} else {
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, cpBezier[15].P);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
|
|
|
if ((transitionMask & 4) != 0) {
|
2015-06-02 04:18:35 +00:00
|
|
|
vec3 ev23 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 1.0));
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P, ev23);
|
|
|
|
tessOuterHi[3] = OsdComputeTessLevel(cpBezier[15].P, ev23);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
} else {
|
2015-05-31 05:36:50 +00:00
|
|
|
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P, cpBezier[15].P);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
2015-05-31 05:36:50 +00:00
|
|
|
#endif
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
|
|
|
|
2015-10-23 22:24:35 +00:00
|
|
|
// Round up to the nearest even integer
|
|
|
|
float OsdRoundUpEven(float x) {
|
|
|
|
return 2*ceil(x/2);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Round up to the nearest odd integer
|
|
|
|
float OsdRoundUpOdd(float x) {
|
|
|
|
return 2*ceil((x+1)/2)-1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Compute outer and inner tessellation levels taking into account the
|
|
|
|
// current tessellation spacing mode.
|
|
|
|
void
|
|
|
|
OsdComputeTessLevels(inout vec4 tessOuterLo, inout vec4 tessOuterHi,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner)
|
|
|
|
{
|
|
|
|
// Outer levels are the sum of the Lo and Hi segments where the Hi
|
|
|
|
// segments will have lengths of zero for non-transition edges.
|
|
|
|
|
|
|
|
#if defined OSD_FRACTIONAL_EVEN_SPACING
|
|
|
|
// Combine fractional outer transition edge levels before rounding.
|
|
|
|
vec4 combinedOuter = tessOuterLo + tessOuterHi;
|
|
|
|
|
|
|
|
// Round the segments of transition edges separately. We will recover the
|
|
|
|
// fractional parameterization of transition edges after tessellation.
|
|
|
|
|
|
|
|
tessLevelOuter = combinedOuter;
|
|
|
|
if (tessOuterHi[0] > 0) {
|
|
|
|
tessLevelOuter[0] =
|
|
|
|
OsdRoundUpEven(tessOuterLo[0]) + OsdRoundUpEven(tessOuterHi[0]);
|
|
|
|
}
|
|
|
|
if (tessOuterHi[1] > 0) {
|
|
|
|
tessLevelOuter[1] =
|
|
|
|
OsdRoundUpEven(tessOuterLo[1]) + OsdRoundUpEven(tessOuterHi[1]);
|
|
|
|
}
|
|
|
|
if (tessOuterHi[2] > 0) {
|
|
|
|
tessLevelOuter[2] =
|
|
|
|
OsdRoundUpEven(tessOuterLo[2]) + OsdRoundUpEven(tessOuterHi[2]);
|
|
|
|
}
|
|
|
|
if (tessOuterHi[3] > 0) {
|
|
|
|
tessLevelOuter[3] =
|
|
|
|
OsdRoundUpEven(tessOuterLo[3]) + OsdRoundUpEven(tessOuterHi[3]);
|
|
|
|
}
|
|
|
|
#elif defined OSD_FRACTIONAL_ODD_SPACING
|
|
|
|
// Combine fractional outer transition edge levels before rounding.
|
|
|
|
vec4 combinedOuter = tessOuterLo + tessOuterHi;
|
|
|
|
|
|
|
|
// Round the segments of transition edges separately. We will recover the
|
|
|
|
// fractional parameterization of transition edges after tessellation.
|
|
|
|
//
|
|
|
|
// The sum of the two outer odd segment lengths will be an even number
|
|
|
|
// which the tessellator will increase by +1 so that there will be a
|
|
|
|
// total odd number of segments. We clamp the combinedOuter tess levels
|
|
|
|
// (used to compute the inner tess levels) so that the outer transition
|
|
|
|
// edges will be sampled without degenerate triangles.
|
|
|
|
|
|
|
|
tessLevelOuter = combinedOuter;
|
|
|
|
if (tessOuterHi[0] > 0) {
|
|
|
|
tessLevelOuter[0] =
|
|
|
|
OsdRoundUpOdd(tessOuterLo[0]) + OsdRoundUpOdd(tessOuterHi[0]);
|
|
|
|
combinedOuter = max(vec4(3), combinedOuter);
|
|
|
|
}
|
|
|
|
if (tessOuterHi[1] > 0) {
|
|
|
|
tessLevelOuter[1] =
|
|
|
|
OsdRoundUpOdd(tessOuterLo[1]) + OsdRoundUpOdd(tessOuterHi[1]);
|
|
|
|
combinedOuter = max(vec4(3), combinedOuter);
|
|
|
|
}
|
|
|
|
if (tessOuterHi[2] > 0) {
|
|
|
|
tessLevelOuter[2] =
|
|
|
|
OsdRoundUpOdd(tessOuterLo[2]) + OsdRoundUpOdd(tessOuterHi[2]);
|
|
|
|
combinedOuter = max(vec4(3), combinedOuter);
|
|
|
|
}
|
|
|
|
if (tessOuterHi[3] > 0) {
|
|
|
|
tessLevelOuter[3] =
|
|
|
|
OsdRoundUpOdd(tessOuterLo[3]) + OsdRoundUpOdd(tessOuterHi[3]);
|
|
|
|
combinedOuter = max(vec4(3), combinedOuter);
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
// Round equally spaced transition edge levels before combining.
|
|
|
|
tessOuterLo = round(tessOuterLo);
|
|
|
|
tessOuterHi = round(tessOuterHi);
|
|
|
|
|
|
|
|
vec4 combinedOuter = tessOuterLo + tessOuterHi;
|
|
|
|
tessLevelOuter = combinedOuter;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// Inner levels are the averages the corresponding outer levels.
|
|
|
|
tessLevelInner[0] = (combinedOuter[1] + combinedOuter[3]) * 0.5;
|
|
|
|
tessLevelInner[1] = (combinedOuter[0] + combinedOuter[2]) * 0.5;
|
|
|
|
}
|
|
|
|
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
void
|
2015-05-31 05:36:50 +00:00
|
|
|
OsdGetTessLevelsUniform(ivec3 patchParam,
|
2015-05-26 23:35:06 +00:00
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
{
|
2015-05-31 05:36:50 +00:00
|
|
|
// uniform tessellation
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
|
2015-05-31 05:36:50 +00:00
|
|
|
|
2015-10-23 22:24:35 +00:00
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
2015-05-31 05:36:50 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdGetTessLevelsAdaptiveRefinedPoints(vec3 cpRefined[16], ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
2015-10-23 22:24:35 +00:00
|
|
|
OsdGetTessLevelsRefinedPoints(cpRefined, patchParam,
|
|
|
|
tessOuterLo, tessOuterHi);
|
2015-05-31 05:36:50 +00:00
|
|
|
|
2015-10-23 22:24:35 +00:00
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
2015-05-31 05:36:50 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdGetTessLevelsAdaptiveLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
|
|
|
|
ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
2015-10-23 22:24:35 +00:00
|
|
|
OsdGetTessLevelsLimitPoints(cpBezier, patchParam,
|
|
|
|
tessOuterLo, tessOuterHi);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
|
2015-10-23 22:24:35 +00:00
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdGetTessLevels(vec3 cp0, vec3 cp1, vec3 cp2, vec3 cp3,
|
|
|
|
ivec3 patchParam,
|
2015-05-26 23:35:06 +00:00
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
{
|
|
|
|
vec4 tessOuterLo = vec4(0);
|
|
|
|
vec4 tessOuterHi = vec4(0);
|
|
|
|
|
|
|
|
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
|
|
|
|
tessOuterLo[0] = OsdComputeTessLevel(cp0, cp1);
|
|
|
|
tessOuterLo[1] = OsdComputeTessLevel(cp0, cp3);
|
|
|
|
tessOuterLo[2] = OsdComputeTessLevel(cp2, cp3);
|
|
|
|
tessOuterLo[3] = OsdComputeTessLevel(cp1, cp2);
|
|
|
|
tessOuterHi = vec4(0);
|
|
|
|
#else
|
|
|
|
OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
|
|
|
|
#endif
|
|
|
|
|
2015-10-23 22:24:35 +00:00
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
|
2015-10-23 22:24:35 +00:00
|
|
|
#if defined OSD_FRACTIONAL_EVEN_SPACING || defined OSD_FRACTIONAL_ODD_SPACING
|
|
|
|
float
|
|
|
|
OsdGetTessFractionalSplit(float t, float level, float levelUp)
|
|
|
|
{
|
|
|
|
// Fractional tessellation of an edge will produce n segments where n
|
|
|
|
// is the tessellation level of the edge (level) rounded up to the
|
|
|
|
// nearest even or odd integer (levelUp). There will be n-2 segments of
|
|
|
|
// equal length (dx1) and two additional segments of equal length (dx0)
|
|
|
|
// that are typically shorter than the other segments. The two additional
|
|
|
|
// segments should be placed symmetrically on opposite sides of the
|
|
|
|
// edge (offset).
|
|
|
|
|
|
|
|
#if defined OSD_FRACTIONAL_EVEN_SPACING
|
|
|
|
if (level <= 2) return t;
|
|
|
|
|
|
|
|
float base = pow(2.0,floor(log2(levelUp)));
|
|
|
|
float offset = 1.0/(int(2*base-levelUp)/2 & int(base/2-1));
|
|
|
|
|
|
|
|
#elif defined OSD_FRACTIONAL_ODD_SPACING
|
|
|
|
if (level <= 1) return t;
|
|
|
|
|
|
|
|
float base = pow(2.0,floor(log2(levelUp)));
|
|
|
|
float offset = 1.0/(((int(2*base-levelUp)/2+1) & int(base/2-1))+1);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
float dx0 = (1.0 - (levelUp-level)/2) / levelUp;
|
|
|
|
float dx1 = (1.0 - 2.0*dx0) / (levelUp - 2.0*ceil(dx0));
|
|
|
|
|
|
|
|
if (t < 0.5) {
|
|
|
|
float x = levelUp/2 - round(t*levelUp);
|
|
|
|
return 0.5 - (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
|
|
|
|
} else if (t > 0.5) {
|
|
|
|
float x = round(t*levelUp) - levelUp/2;
|
|
|
|
return 0.5 + (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
|
|
|
|
} else {
|
|
|
|
return t;
|
|
|
|
}
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
|
2015-10-23 22:24:35 +00:00
|
|
|
#endif
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
|
|
|
|
float
|
2015-10-23 22:24:35 +00:00
|
|
|
OsdGetTessTransitionSplit(float t, float lo, float hi)
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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{
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2015-10-23 22:24:35 +00:00
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#if defined OSD_FRACTIONAL_EVEN_SPACING
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float loRoundUp = OsdRoundUpEven(lo);
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float hiRoundUp = OsdRoundUpEven(hi);
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// Convert the parametric t into a segment index along the combined edge.
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float ti = round(t * (loRoundUp + hiRoundUp));
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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2015-10-23 22:24:35 +00:00
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if (ti <= loRoundUp) {
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float t0 = ti / loRoundUp;
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return OsdGetTessFractionalSplit(t0, lo, loRoundUp) * 0.5;
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
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} else {
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2015-10-23 22:24:35 +00:00
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float t1 = (ti - loRoundUp) / hiRoundUp;
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return OsdGetTessFractionalSplit(t1, hi, hiRoundUp) * 0.5 + 0.5;
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Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
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}
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2015-10-23 22:24:35 +00:00
|
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#elif defined OSD_FRACTIONAL_ODD_SPACING
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float loRoundUp = OsdRoundUpOdd(lo);
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float hiRoundUp = OsdRoundUpOdd(hi);
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// Convert the parametric t into a segment index along the combined edge.
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// The +1 below is to account for the extra segment produced by the
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// tessellator since the sum of two odd tess levels will be rounded
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// up by one to the next odd integer tess level.
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float ti = round(t * (loRoundUp + hiRoundUp + 1));
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if (ti <= loRoundUp) {
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float t0 = ti / loRoundUp;
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return OsdGetTessFractionalSplit(t0, lo, loRoundUp) * 0.5;
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} else if (ti > (loRoundUp+1)) {
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float t1 = (ti - (loRoundUp+1)) / hiRoundUp;
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return OsdGetTessFractionalSplit(t1, hi, hiRoundUp) * 0.5 + 0.5;
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} else {
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return 0.5;
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}
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#else
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// Convert the parametric t into a segment index along the combined edge.
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float ti = round(t * (lo + hi));
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if (ti <= lo) {
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return (ti / lo) * 0.5;
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} else {
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return ((ti - lo) / hi) * 0.5 + 0.5;
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}
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#endif
|
Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-02 00:52:37 +00:00
|
|
|
}
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vec2
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OsdGetTessParameterization(vec2 uv, vec4 tessOuterLo, vec4 tessOuterHi)
|
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{
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vec2 UV = uv;
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if (UV.x == 0 && tessOuterHi[0] > 0) {
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UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[0], tessOuterHi[0]);
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} else
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if (UV.y == 0 && tessOuterHi[1] > 0) {
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UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[1], tessOuterHi[1]);
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} else
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if (UV.x == 1 && tessOuterHi[2] > 0) {
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UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[2], tessOuterHi[2]);
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} else
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if (UV.y == 1 && tessOuterHi[3] > 0) {
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UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[3], tessOuterHi[3]);
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}
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return UV;
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}
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2015-05-26 23:35:06 +00:00
|
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// ----------------------------------------------------------------------------
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// BSpline
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// ----------------------------------------------------------------------------
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// compute single-crease patch matrix
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mat4
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OsdComputeMs(float sharpness)
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{
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float s = pow(2.0f, sharpness);
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float s2 = s*s;
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float s3 = s2*s;
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mat4 m = mat4(
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0, s + 1 + 3*s2 - s3, 7*s - 2 - 6*s2 + 2*s3, (1-s)*(s-1)*(s-1),
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0, (1+s)*(1+s), 6*s - 2 - 2*s2, (s-1)*(s-1),
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0, 1+s, 6*s - 2, 1-s,
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0, 1, 6*s - 2, 1);
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m /= (s*6.0);
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m[0][0] = 1.0/6.0;
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return m;
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}
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|
2015-06-02 19:02:52 +00:00
|
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// flip matrix orientation
|
2015-06-02 04:18:35 +00:00
|
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mat4
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OsdFlipMatrix(mat4 m)
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{
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return mat4(m[3][3], m[3][2], m[3][1], m[3][0],
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m[2][3], m[2][2], m[2][1], m[2][0],
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m[1][3], m[1][2], m[1][1], m[1][0],
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m[0][3], m[0][2], m[0][1], m[0][0]);
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}
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|
2016-01-22 01:55:09 +00:00
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// Regular BSpline to Bezier
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uniform mat4 Q = mat4(
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1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
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0.f, 4.f/6.f, 2.f/6.f, 0.f,
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0.f, 2.f/6.f, 4.f/6.f, 0.f,
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0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
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);
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// Infinitely Sharp (boundary)
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uniform mat4 Mi = mat4(
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1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
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0.f, 4.f/6.f, 2.f/6.f, 0.f,
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0.f, 2.f/6.f, 4.f/6.f, 0.f,
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0.f, 0.f, 1.f, 0.f
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);
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|
2015-05-31 05:36:50 +00:00
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// convert BSpline cv to Bezier cv
|
2015-05-26 23:35:06 +00:00
|
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void
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OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
|
2015-05-31 05:36:50 +00:00
|
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|
out OsdPerPatchVertexBezier result)
|
2015-05-26 23:35:06 +00:00
|
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|
{
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result.patchParam = patchParam;
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int i = ID%4;
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int j = ID/4;
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
2015-06-02 04:18:35 +00:00
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|
2016-01-29 23:17:34 +00:00
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vec3 P = vec3(0); // 0 to 1-2^(-Sf)
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vec3 P1 = vec3(0); // 1-2^(-Sf) to 1-2^(-Sc)
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vec3 P2 = vec3(0); // 1-2^(-Sc) to 1
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2015-05-31 05:36:50 +00:00
|
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float sharpness = OsdGetPatchSharpness(patchParam);
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if (sharpness > 0) {
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float Sf = floor(sharpness);
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float Sc = ceil(sharpness);
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float Sr = fract(sharpness);
|
2015-05-26 23:35:06 +00:00
|
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|
mat4 Mf = OsdComputeMs(Sf);
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|
mat4 Mc = OsdComputeMs(Sc);
|
2016-01-29 23:17:34 +00:00
|
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mat4 Mj = (1-Sr) * Mf + Sr * Mi;
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mat4 Ms = (1-Sr) * Mf + Sr * Mc;
|
2015-05-31 05:36:50 +00:00
|
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|
float s0 = 1 - pow(2, -floor(sharpness));
|
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float s1 = 1 - pow(2, -ceil(sharpness));
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result.vSegments = vec2(s0, s1);
|
2016-01-29 23:17:34 +00:00
|
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mat4 MUi = Q, MUj = Q, MUs = Q;
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mat4 MVi = Q, MVj = Q, MVs = Q;
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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MVi = OsdFlipMatrix(Mi);
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MVj = OsdFlipMatrix(Mj);
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MVs = OsdFlipMatrix(Ms);
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|
}
|
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|
if ((boundaryMask & 2) != 0) {
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|
MUi = Mi;
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|
MUj = Mj;
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|
MUs = Ms;
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|
}
|
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|
if ((boundaryMask & 4) != 0) {
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|
MVi = Mi;
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|
MVj = Mj;
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MVs = Ms;
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|
}
|
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if ((boundaryMask & 8) != 0) {
|
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|
MUi = OsdFlipMatrix(Mi);
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|
MUj = OsdFlipMatrix(Mj);
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|
MUs = OsdFlipMatrix(Ms);
|
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|
|
}
|
|
|
|
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|
vec3 Hi[4], Hj[4], Hs[4];
|
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|
for (int l=0; l<4; ++l) {
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|
Hi[l] = Hj[l] = Hs[l] = vec3(0);
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|
for (int k=0; k<4; ++k) {
|
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Hi[l] += MUi[i][k] * cv[l*4 + k];
|
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Hj[l] += MUj[i][k] * cv[l*4 + k];
|
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|
Hs[l] += MUs[i][k] * cv[l*4 + k];
|
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|
|
}
|
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|
|
}
|
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|
|
for (int k=0; k<4; ++k) {
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|
P += MVi[j][k]*Hi[k];
|
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|
P1 += MVj[j][k]*Hj[k];
|
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P2 += MVs[j][k]*Hs[k];
|
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}
|
2016-02-05 22:53:13 +00:00
|
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|
result.P = P;
|
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|
|
result.P1 = P1;
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|
|
result.P2 = P2;
|
2015-05-26 23:35:06 +00:00
|
|
|
} else {
|
2015-06-02 19:02:52 +00:00
|
|
|
result.vSegments = vec2(0);
|
2015-06-02 04:18:35 +00:00
|
|
|
|
2016-02-05 22:53:13 +00:00
|
|
|
OsdComputeBSplineBoundaryPoints(cv, patchParam);
|
2015-06-02 04:18:35 +00:00
|
|
|
|
2016-02-05 22:53:13 +00:00
|
|
|
vec3 Hi[4];
|
2016-01-29 23:17:34 +00:00
|
|
|
for (int l=0; l<4; ++l) {
|
2016-02-05 22:53:13 +00:00
|
|
|
Hi[l] = vec3(0);
|
2016-01-29 23:17:34 +00:00
|
|
|
for (int k=0; k<4; ++k) {
|
2016-02-05 22:53:13 +00:00
|
|
|
Hi[l] += Q[i][k] * cv[l*4 + k];
|
2016-01-29 23:17:34 +00:00
|
|
|
}
|
|
|
|
}
|
2015-05-26 23:35:06 +00:00
|
|
|
for (int k=0; k<4; ++k) {
|
2016-02-05 22:53:13 +00:00
|
|
|
P += Q[j][k]*Hi[k];
|
2015-05-26 23:35:06 +00:00
|
|
|
}
|
2016-01-29 23:17:34 +00:00
|
|
|
|
2016-02-05 22:53:13 +00:00
|
|
|
result.P = P;
|
|
|
|
result.P1 = P;
|
|
|
|
result.P2 = P;
|
|
|
|
}
|
2015-05-26 23:35:06 +00:00
|
|
|
#else
|
2015-06-02 04:18:35 +00:00
|
|
|
OsdComputeBSplineBoundaryPoints(cv, patchParam);
|
|
|
|
|
|
|
|
vec3 H[4];
|
|
|
|
for (int l=0; l<4; ++l) {
|
|
|
|
H[l] = vec3(0);
|
|
|
|
for (int k=0; k<4; ++k) {
|
|
|
|
H[l] += Q[i][k] * cv[l*4 + k];
|
|
|
|
}
|
|
|
|
}
|
2015-05-26 23:35:06 +00:00
|
|
|
{
|
|
|
|
result.P = vec3(0);
|
|
|
|
for (int k=0; k<4; ++k) {
|
|
|
|
result.P += Q[j][k]*H[k];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2015-05-31 05:36:50 +00:00
|
|
|
OsdEvalPatchBezier(ivec3 patchParam, vec2 UV,
|
|
|
|
OsdPerPatchVertexBezier cv[16],
|
|
|
|
out vec3 P, out vec3 dPu, out vec3 dPv,
|
|
|
|
out vec3 N, out vec3 dNu, out vec3 dNv)
|
2015-05-26 23:35:06 +00:00
|
|
|
{
|
2017-09-13 18:03:03 +00:00
|
|
|
//
|
|
|
|
// Use the recursive nature of the basis functions to compute a 2x2 set
|
|
|
|
// of intermediate points (via repeated linear interpolation). These
|
|
|
|
// points define a bilinear surface tangent to the desired surface at P
|
|
|
|
// and so containing dPu and dPv. The cost of computing P, dPu and dPv
|
|
|
|
// this way is comparable to that of typical tensor product evaluation
|
|
|
|
// (if not faster).
|
|
|
|
//
|
|
|
|
// If N = dPu X dPv degenerates, it often results from an edge of the
|
|
|
|
// 2x2 bilinear hull collapsing or two adjacent edges colinear. In both
|
|
|
|
// cases, the expected non-planar quad degenerates into a triangle, and
|
|
|
|
// the tangent plane of that triangle provides the desired normal N.
|
|
|
|
//
|
2015-05-26 23:35:06 +00:00
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
// Reduce 4x4 points to 2x4 -- two levels of linear interpolation in U
|
|
|
|
// and so 3 original rows contributing to each of the 2 resulting rows:
|
|
|
|
float u = UV.x;
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|
float uinv = 1.0f - u;
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float u0 = uinv * uinv;
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float u1 = u * uinv * 2.0f;
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float u2 = u * u;
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vec3 LROW[4], RROW[4];
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#ifndef OSD_PATCH_ENABLE_SINGLE_CREASE
|
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LROW[0] = u0 * cv[ 0].P + u1 * cv[ 1].P + u2 * cv[ 2].P;
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LROW[1] = u0 * cv[ 4].P + u1 * cv[ 5].P + u2 * cv[ 6].P;
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LROW[2] = u0 * cv[ 8].P + u1 * cv[ 9].P + u2 * cv[10].P;
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LROW[3] = u0 * cv[12].P + u1 * cv[13].P + u2 * cv[14].P;
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RROW[0] = u0 * cv[ 1].P + u1 * cv[ 2].P + u2 * cv[ 3].P;
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RROW[1] = u0 * cv[ 5].P + u1 * cv[ 6].P + u2 * cv[ 7].P;
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RROW[2] = u0 * cv[ 9].P + u1 * cv[10].P + u2 * cv[11].P;
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RROW[3] = u0 * cv[13].P + u1 * cv[14].P + u2 * cv[15].P;
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#else
|
2015-05-31 05:36:50 +00:00
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vec2 vSegments = cv[0].vSegments;
|
2015-06-02 19:02:52 +00:00
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float s = OsdGetPatchSingleCreaseSegmentParameter(patchParam, UV);
|
2015-06-02 04:18:35 +00:00
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|
2017-09-13 18:03:03 +00:00
|
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for (int i = 0; i < 4; ++i) {
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int j = i*4;
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if (s <= vSegments.x) {
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LROW[i] = u0 * cv[ j ].P + u1 * cv[j+1].P + u2 * cv[j+2].P;
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RROW[i] = u0 * cv[j+1].P + u1 * cv[j+2].P + u2 * cv[j+3].P;
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|
} else if (s <= vSegments.y) {
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LROW[i] = u0 * cv[ j ].P1 + u1 * cv[j+1].P1 + u2 * cv[j+2].P1;
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RROW[i] = u0 * cv[j+1].P1 + u1 * cv[j+2].P1 + u2 * cv[j+3].P1;
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|
} else {
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LROW[i] = u0 * cv[ j ].P2 + u1 * cv[j+1].P2 + u2 * cv[j+2].P2;
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RROW[i] = u0 * cv[j+1].P2 + u1 * cv[j+2].P2 + u2 * cv[j+3].P2;
|
2015-05-26 23:35:06 +00:00
|
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|
}
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}
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|
#endif
|
2017-09-13 18:03:03 +00:00
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|
// Reduce 2x4 points to 2x2 -- two levels of linear interpolation in V
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|
// and so 3 original pairs contributing to each of the 2 resulting:
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|
float v = UV.y;
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float vinv = 1.0f - v;
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float v0 = vinv * vinv;
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float v1 = v * vinv * 2.0f;
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|
float v2 = v * v;
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|
vec3 LPAIR[2], RPAIR[2];
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|
LPAIR[0] = v0 * LROW[0] + v1 * LROW[1] + v2 * LROW[2];
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RPAIR[0] = v0 * RROW[0] + v1 * RROW[1] + v2 * RROW[2];
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|
LPAIR[1] = v0 * LROW[1] + v1 * LROW[2] + v2 * LROW[3];
|
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|
RPAIR[1] = v0 * RROW[1] + v1 * RROW[2] + v2 * RROW[3];
|
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|
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|
|
// Interpolate points on the edges of the 2x2 bilinear hull from which
|
|
|
|
// both position and partials are trivially determined:
|
|
|
|
vec3 DU0 = vinv * LPAIR[0] + v * LPAIR[1];
|
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|
vec3 DU1 = vinv * RPAIR[0] + v * RPAIR[1];
|
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|
|
vec3 DV0 = uinv * LPAIR[0] + u * RPAIR[0];
|
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|
|
vec3 DV1 = uinv * LPAIR[1] + u * RPAIR[1];
|
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|
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|
|
|
int level = OsdGetPatchFaceLevel(patchParam);
|
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|
|
dPu = (DU1 - DU0) * 3 * level;
|
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|
|
dPv = (DV1 - DV0) * 3 * level;
|
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|
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|
P = u * DU1 + uinv * DU0;
|
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|
|
|
|
|
// Compute the normal and test for degeneracy:
|
|
|
|
//
|
|
|
|
// We need a geometric measure of the size of the patch for a suitable
|
|
|
|
// tolerance. Magnitudes of the partials are generally proportional to
|
|
|
|
// that size -- the sum of the partials is readily available, cheap to
|
|
|
|
// compute, and has proved effective in most cases (though not perfect).
|
|
|
|
// The size of the bounding box of the patch, or some approximation to
|
|
|
|
// it, would be better but more costly to compute.
|
|
|
|
//
|
|
|
|
float proportionalNormalTolerance = 0.00001f;
|
|
|
|
|
|
|
|
float nEpsilon = (length(dPu) + length(dPv)) * proportionalNormalTolerance;
|
|
|
|
|
|
|
|
N = cross(dPu, dPv);
|
|
|
|
|
|
|
|
float nLength = length(N);
|
|
|
|
if (nLength > nEpsilon) {
|
|
|
|
N = N / nLength;
|
|
|
|
} else {
|
|
|
|
vec3 diagCross = cross(RPAIR[1] - LPAIR[0], LPAIR[1] - RPAIR[0]);
|
|
|
|
float diagCrossLength = length(diagCross);
|
|
|
|
if (diagCrossLength > nEpsilon) {
|
|
|
|
N = diagCross / diagCrossLength;
|
2015-05-26 23:35:06 +00:00
|
|
|
}
|
2015-05-31 14:31:21 +00:00
|
|
|
}
|
2015-05-26 23:35:06 +00:00
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
#ifndef OSD_COMPUTE_NORMAL_DERIVATIVES
|
|
|
|
dNu = vec3(0);
|
|
|
|
dNv = vec3(0);
|
|
|
|
#else
|
|
|
|
//
|
|
|
|
// Compute 2nd order partials of P(u,v) in order to compute 1st order partials
|
|
|
|
// for the un-normalized n(u,v) = dPu X dPv, then project into the tangent
|
|
|
|
// plane of normalized N. With resulting dNu and dNv we can make another
|
|
|
|
// attempt to resolve a still-degenerate normal.
|
|
|
|
//
|
|
|
|
// We don't use the Weingarten equations here as they require N != 0 and also
|
|
|
|
// are a little less numerically stable/accurate in single precision.
|
|
|
|
//
|
|
|
|
float B0u[4], B1u[4], B2u[4];
|
|
|
|
float B0v[4], B1v[4], B2v[4];
|
2015-05-26 23:35:06 +00:00
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
OsdUnivar4x4(UV.x, B0u, B1u, B2u);
|
|
|
|
OsdUnivar4x4(UV.y, B0v, B1v, B2v);
|
2015-05-26 23:35:06 +00:00
|
|
|
|
|
|
|
vec3 dUU = vec3(0);
|
|
|
|
vec3 dVV = vec3(0);
|
|
|
|
vec3 dUV = vec3(0);
|
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
for (int i=0; i<4; ++i) {
|
|
|
|
for (int j=0; j<4; ++j) {
|
|
|
|
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
|
|
int k = 4*i + j;
|
|
|
|
vec3 CV = (s <= vSegments.x) ? cv[k].P
|
|
|
|
: ((s <= vSegments.y) ? cv[k].P1
|
|
|
|
: cv[k].P2);
|
|
|
|
#else
|
|
|
|
vec3 CV = cv[4*i + j].P;
|
|
|
|
#endif
|
|
|
|
dUU += (B0v[i] * B2u[j]) * CV;
|
|
|
|
dVV += (B2v[i] * B0u[j]) * CV;
|
|
|
|
dUV += (B1v[i] * B1u[j]) * CV;
|
|
|
|
}
|
2015-05-26 23:35:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
dUU *= 6 * level;
|
|
|
|
dVV *= 6 * level;
|
|
|
|
dUV *= 9 * level;
|
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
dNu = cross(dUU, dPv) + cross(dPu, dUV);
|
|
|
|
dNv = cross(dUV, dPv) + cross(dPu, dVV);
|
2015-05-26 23:35:06 +00:00
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
float nLengthInv = 1.0;
|
|
|
|
if (nLength > nEpsilon) {
|
|
|
|
nLengthInv = 1.0 / nLength;
|
|
|
|
} else {
|
|
|
|
// N may have been resolved above if degenerate, but if N was resolved
|
|
|
|
// we don't have an accurate length for its un-normalized value, and that
|
|
|
|
// length is needed to project the un-normalized dNu and dNv into the
|
|
|
|
// tangent plane of N.
|
|
|
|
//
|
|
|
|
// So compute N more accurately with available second derivatives, i.e.
|
|
|
|
// with a 1st order Taylor approximation to un-normalized N(u,v).
|
|
|
|
|
|
|
|
float DU = (UV.x == 1.0f) ? -1.0f : 1.0f;
|
|
|
|
float DV = (UV.y == 1.0f) ? -1.0f : 1.0f;
|
|
|
|
|
|
|
|
N = DU * dNu + DV * dNv;
|
|
|
|
|
|
|
|
nLength = length(N);
|
|
|
|
if (nLength > nEpsilon) {
|
|
|
|
nLengthInv = 1.0f / nLength;
|
|
|
|
N = N * nLengthInv;
|
|
|
|
}
|
2015-05-26 23:35:06 +00:00
|
|
|
}
|
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
// Project derivatives of non-unit normals into tangent plane of N:
|
|
|
|
dNu = (dNu - dot(dNu,N) * N) * nLengthInv;
|
|
|
|
dNv = (dNv - dot(dNv,N) * N) * nLengthInv;
|
2015-05-26 23:35:06 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// Gregory Basis
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
struct OsdPerPatchVertexGregoryBasis {
|
|
|
|
ivec3 patchParam;
|
|
|
|
vec3 P;
|
|
|
|
};
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdComputePerPatchVertexGregoryBasis(ivec3 patchParam, int ID, vec3 cv,
|
|
|
|
out OsdPerPatchVertexGregoryBasis result)
|
|
|
|
{
|
|
|
|
result.patchParam = patchParam;
|
|
|
|
result.P = cv;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdEvalPatchGregory(ivec3 patchParam, vec2 UV, vec3 cv[20],
|
|
|
|
out vec3 P, out vec3 dPu, out vec3 dPv,
|
|
|
|
out vec3 N, out vec3 dNu, out vec3 dNv)
|
|
|
|
{
|
|
|
|
float u = UV.x, v = UV.y;
|
|
|
|
float U = 1-u, V = 1-v;
|
|
|
|
|
2015-06-03 01:19:04 +00:00
|
|
|
//(0,1) (1,1)
|
2015-06-17 18:18:52 +00:00
|
|
|
// P3 e3- e2+ P2
|
2015-06-03 01:19:04 +00:00
|
|
|
// 15------17-------11-------10
|
|
|
|
// | | | |
|
|
|
|
// | | | |
|
|
|
|
// | | f3- | f2+ |
|
|
|
|
// | 19 13 |
|
|
|
|
// e3+ 16-----18 14-----12 e2-
|
|
|
|
// | f3+ f2- |
|
|
|
|
// | |
|
|
|
|
// | |
|
|
|
|
// | f0- f1+ |
|
|
|
|
// e0- 2------4 8------6 e1+
|
|
|
|
// | 3 f0+ 9 |
|
|
|
|
// | | | f1- |
|
|
|
|
// | | | |
|
|
|
|
// | | | |
|
|
|
|
// 0--------1--------7--------5
|
2015-06-17 18:18:52 +00:00
|
|
|
// P0 e0+ e1- P1
|
2015-06-03 01:19:04 +00:00
|
|
|
//(0,0) (1,0)
|
|
|
|
|
|
|
|
float d11 = u+v;
|
|
|
|
float d12 = U+v;
|
|
|
|
float d21 = u+V;
|
|
|
|
float d22 = U+V;
|
2015-05-26 23:35:06 +00:00
|
|
|
|
2017-09-13 18:03:03 +00:00
|
|
|
OsdPerPatchVertexBezier bezcv[16];
|
|
|
|
|
|
|
|
bezcv[ 5].P = (d11 == 0.0) ? cv[3] : (u*cv[3] + v*cv[4])/d11;
|
|
|
|
bezcv[ 6].P = (d12 == 0.0) ? cv[8] : (U*cv[9] + v*cv[8])/d12;
|
|
|
|
bezcv[ 9].P = (d21 == 0.0) ? cv[18] : (u*cv[19] + V*cv[18])/d21;
|
|
|
|
bezcv[10].P = (d22 == 0.0) ? cv[13] : (U*cv[13] + V*cv[14])/d22;
|
|
|
|
|
|
|
|
bezcv[ 0].P = cv[0];
|
|
|
|
bezcv[ 1].P = cv[1];
|
|
|
|
bezcv[ 2].P = cv[7];
|
|
|
|
bezcv[ 3].P = cv[5];
|
|
|
|
bezcv[ 4].P = cv[2];
|
|
|
|
bezcv[ 7].P = cv[6];
|
|
|
|
bezcv[ 8].P = cv[16];
|
|
|
|
bezcv[11].P = cv[12];
|
|
|
|
bezcv[12].P = cv[15];
|
|
|
|
bezcv[13].P = cv[17];
|
|
|
|
bezcv[14].P = cv[11];
|
|
|
|
bezcv[15].P = cv[10];
|
|
|
|
|
|
|
|
OsdEvalPatchBezier(patchParam, UV, bezcv, P, dPu, dPv, N, dNu, dNv);
|
2015-05-26 23:35:06 +00:00
|
|
|
}
|
|
|
|
|