OpenSubdiv/opensubdiv/osd/glslPatchRegular.glsl

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
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// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
#extension GL_EXT_gpu_shader4 : require
#line 2
//----------------------------------------------------------
// Patches.TessVertex
//----------------------------------------------------------
#ifdef PATCH_VERTEX_SHADER
layout (location=0) in vec4 position;
out block {
ControlVertex v;
} output;
void main() {
output.v.position = ModelViewMatrix * position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
#if OSD_NUM_VARYINGS > 0
for (int i = 0; i < OSD_NUM_VARYINGS; ++i)
output.v.varyings[i] = varyings[i];
#endif
}
#endif
//----------------------------------------------------------
// Patches.TessControlRegular
//----------------------------------------------------------
#ifdef PATCH_TESS_CONTROL_REGULAR_SHADER
layout(vertices = 16) out;
in block {
ControlVertex v;
} input[];
out block {
ControlVertex v;
} output[];
#define ID gl_InvocationID
void main()
{
int i = ID/4;
int j = ID%4;
vec3 H[4];
for (int l=0; l<4; l++) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; k++) {
float c = Q[i][k];
// XXX: fix this in patchMeshFactory.
// H[l] += c*input[l*4 + k].v.position.xyz;
H[l] += c*input[l + k*4].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<4; k++) {
pos += Q[j][k]*H[k];
}
output[ID].v.position = vec4(pos, 1.0);
int patchLevel = GetPatchLevel();
// +0.5 to avoid interpolation error of integer value
output[ID].v.patchCoord = vec4(0, 0,
patchLevel+0.5,
gl_PrimitiveID+LevelBase+0.5);
OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
if (ID == 0) {
OSD_PATCH_CULL(16);
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] =
TessAdaptive(input[5].v.position.xyz, input[9].v.position.xyz, patchLevel);
gl_TessLevelOuter[1] =
TessAdaptive(input[5].v.position.xyz, input[6].v.position.xyz, patchLevel);
gl_TessLevelOuter[2] =
TessAdaptive(input[6].v.position.xyz, input[10].v.position.xyz, patchLevel);
gl_TessLevelOuter[3] =
TessAdaptive(input[9].v.position.xyz, input[10].v.position.xyz, patchLevel);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#else
gl_TessLevelInner[0] = GetTessLevel(patchLevel);
gl_TessLevelInner[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalRegular
//----------------------------------------------------------
#ifdef PATCH_TESS_EVAL_REGULAR_SHADER
layout(quads) in;
layout(equal_spacing) in;
in block {
ControlVertex v;
} input[];
out block {
OutputVertex v;
} output;
void main()
{
float u = gl_TessCoord.x,
v = gl_TessCoord.y;
vec3 WorldPos, Tangent, BiTangent;
vec3 cp[16];
for(int i = 0; i < 16; ++i) cp[i] = input[i].v.position.xyz;
EvalBSpline(gl_TessCoord.xy, cp, WorldPos, Tangent, BiTangent);
vec3 normal = normalize(cross(Tangent, BiTangent));
output.v.position = vec4(WorldPos, 1.0f);
output.v.normal = normal;
output.v.tangent = Tangent;
output.v.patchCoord = input[0].v.patchCoord;
output.v.patchCoord.xy = vec2(u, v);
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_DISPLACEMENT_CALLBACK;
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
}
#endif
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
layout (location=2) in vec4 color;
out block {
OutputVertex v;
} output;
void main() {
gl_Position = ModelViewProjectionMatrix * position;
output.v.color = color;
}
#endif
//----------------------------------------------------------
// Patches.FragmentColor
//----------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
} input;
void main() {
gl_FragColor = input.v.color;
}
#endif