2019-01-19 02:17:38 +00:00
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//
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// Copyright 2013-2018 Pixar
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//
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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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//
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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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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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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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//
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// ----------------------------------------------------------------------------
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// Tessellation
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// ----------------------------------------------------------------------------
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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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#if defined OSD_FRACTIONAL_EVEN_SPACING
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#define OSD_SPACING fractional_even_spacing
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#elif defined OSD_FRACTIONAL_ODD_SPACING
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#define OSD_SPACING fractional_odd_spacing
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#else
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#define OSD_SPACING equal_spacing
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#endif
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//
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// Organization of B-spline and Bezier control points.
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//
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// Each patch is defined by 16 control points (labeled 0-15).
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//
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// The patch will be evaluated across the domain from (0,0) at
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// the lower-left to (1,1) at the upper-right. When computing
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// adaptive tessellation metrics, we consider refined vertex-vertex
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// and edge-vertex points along the transition edges of the patch
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// (labeled vv* and ev* respectively).
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//
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// The two segments of each transition edge are labeled Lo and Hi,
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// with the Lo segment occurring before the Hi segment along the
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// transition edge's domain parameterization. These Lo and Hi segment
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// tessellation levels determine how domain evaluation coordinates
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// are remapped along transition edges. The Hi segment value will
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// be zero for a non-transition edge.
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//
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// (0,1) (1,1)
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//
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// vv3 ev23 vv2
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// | Lo3 | Hi3 |
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// --O-----------O-----+-----O-----------O--
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// | 12 | 13 14 | 15 |
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// | | | |
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// | | | |
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// Hi0 | | | | Hi2
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// | | | |
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// O-----------O-----------O-----------O
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// | 8 | 9 10 | 11 |
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// | | | |
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// ev03 --+ | | +-- ev12
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// | | | |
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// | 4 | 5 6 | 7 |
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// O-----------O-----------O-----------O
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// | | | |
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// Lo0 | | | | Lo2
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// | | | |
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// | | | |
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// | 0 | 1 2 | 3 |
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// --O-----------O-----+-----O-----------O--
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// | Lo1 | Hi1 |
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// vv0 ev01 vv1
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//
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// (0,0) (1,0)
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//
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#define OSD_MAX_TESS_LEVEL gl_MaxTessGenLevel
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float OsdComputePostProjectionSphereExtent(vec3 center, float diameter)
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{
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vec4 p = OsdProjectionMatrix() * vec4(center, 1.0);
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return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
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}
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float OsdComputeTessLevel(vec3 p0, vec3 p1)
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{
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// Adaptive factor can be any computation that depends only on arg values.
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// Project the diameter of the edge's bounding sphere instead of using the
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// length of the projected edge itself to avoid problems near silhouettes.
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p0 = (OsdModelViewMatrix() * vec4(p0, 1.0)).xyz;
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p1 = (OsdModelViewMatrix() * vec4(p1, 1.0)).xyz;
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vec3 center = (p0 + p1) / 2.0;
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float diameter = distance(p0, p1);
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float projLength = OsdComputePostProjectionSphereExtent(center, diameter);
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float tessLevel = max(1.0, OsdTessLevel() * projLength);
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// We restrict adaptive tessellation levels to half of the device
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// supported maximum because transition edges are split into two
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// halves and the sum of the two corresponding levels must not exceed
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// the device maximum. We impose this limit even for non-transition
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// edges because a non-transition edge must be able to match up with
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// one half of the transition edge of an adjacent transition patch.
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return min(tessLevel, OSD_MAX_TESS_LEVEL / 2);
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}
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void
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OsdGetTessLevelsUniform(ivec3 patchParam,
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out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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// Uniform factors are simple powers of two for each level.
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// The maximum here can be increased if we know the maximum
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// refinement level of the mesh:
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// min(OSD_MAX_TESS_LEVEL, pow(2, MaximumRefinementLevel-1)
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int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
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float tessLevel = min(OsdTessLevel(), OSD_MAX_TESS_LEVEL) /
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pow(2, refinementLevel-1);
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// tessLevels of transition edge should be clamped to 2.
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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vec4 tessLevelMin = vec4(1) + vec4(((transitionMask & 8) >> 3),
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((transitionMask & 1) >> 0),
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((transitionMask & 2) >> 1),
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((transitionMask & 4) >> 2));
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tessOuterLo = max(vec4(tessLevel), tessLevelMin);
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tessOuterHi = vec4(0);
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}
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2019-01-19 02:18:45 +00:00
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void
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OsdGetTessLevelsUniformTriangle(ivec3 patchParam,
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out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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// Uniform factors are simple powers of two for each level.
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// The maximum here can be increased if we know the maximum
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// refinement level of the mesh:
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// min(OSD_MAX_TESS_LEVEL, pow(2, MaximumRefinementLevel-1)
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int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
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float tessLevel = min(OsdTessLevel(), OSD_MAX_TESS_LEVEL) /
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pow(2, refinementLevel-1);
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// tessLevels of transition edge should be clamped to 2.
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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vec4 tessLevelMin = vec4(1) + vec4(((transitionMask & 4) >> 2),
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((transitionMask & 1) >> 0),
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((transitionMask & 2) >> 1),
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0);
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tessOuterLo = max(vec4(tessLevel), tessLevelMin);
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tessOuterHi = vec4(0);
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}
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2019-01-19 02:17:38 +00:00
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void
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OsdGetTessLevelsRefinedPoints(vec3 cp[16], ivec3 patchParam,
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out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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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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2019-01-30 18:25:04 +00:00
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//
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// Patch boundary corners are ordered counter-clockwise from the first
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// corner while patch boundary edges and their midpoints are similarly
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// ordered counter-clockwise beginning at the edge preceding corner[0].
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//
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void
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Osd_GetTessLevelsFromPatchBoundaries4(vec3 corners[4], vec3 midpoints[4],
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ivec3 patchParam, out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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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(corners[0], midpoints[0]);
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tessOuterHi[0] = OsdComputeTessLevel(corners[3], midpoints[0]);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(corners[0], corners[3]);
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}
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if ((transitionMask & 1) != 0) {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], midpoints[1]);
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tessOuterHi[1] = OsdComputeTessLevel(corners[1], midpoints[1]);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], corners[1]);
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}
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if ((transitionMask & 2) != 0) {
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tessOuterLo[2] = OsdComputeTessLevel(corners[1], midpoints[2]);
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tessOuterHi[2] = OsdComputeTessLevel(corners[2], midpoints[2]);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(corners[1], corners[2]);
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}
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if ((transitionMask & 4) != 0) {
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tessOuterLo[3] = OsdComputeTessLevel(corners[3], midpoints[3]);
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tessOuterHi[3] = OsdComputeTessLevel(corners[2], midpoints[3]);
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} else {
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tessOuterLo[3] = OsdComputeTessLevel(corners[3], corners[2]);
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}
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}
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void
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Osd_GetTessLevelsFromPatchBoundaries3(vec3 corners[3], vec3 midpoints[3],
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ivec3 patchParam, out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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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 & 4) != 0) {
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tessOuterLo[0] = OsdComputeTessLevel(corners[0], midpoints[0]);
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tessOuterHi[0] = OsdComputeTessLevel(corners[2], midpoints[0]);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(corners[0], corners[2]);
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}
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if ((transitionMask & 1) != 0) {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], midpoints[1]);
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tessOuterHi[1] = OsdComputeTessLevel(corners[1], midpoints[1]);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], corners[1]);
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}
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if ((transitionMask & 2) != 0) {
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tessOuterLo[2] = OsdComputeTessLevel(corners[2], midpoints[2]);
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tessOuterHi[2] = OsdComputeTessLevel(corners[1], midpoints[2]);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(corners[1], corners[2]);
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}
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}
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2019-01-19 02:18:45 +00:00
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vec3
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Osd_EvalBezierCurveMidPoint(vec3 p0, vec3 p1, vec3 p2, vec3 p3)
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{
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2019-01-22 17:48:19 +00:00
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// Coefficients for the midpoint are { 1/8, 3/8, 3/8, 1/8 }:
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return 0.125 * (p0 + p3) + 0.375 * (p1 + p2);
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}
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vec3
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Osd_EvalQuarticBezierCurveMidPoint(vec3 p0, vec3 p1, vec3 p2, vec3 p3, vec3 p4)
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{
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// Coefficients for the midpoint are { 1/16, 1/4, 3/8, 1/4, 1/16 }:
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return 0.0625 * (p0 + p4) + 0.25 * (p1 + p3) + 0.375 * p2;
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2019-01-19 02:18:45 +00:00
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}
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2019-01-19 02:17:38 +00:00
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void
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2019-01-30 18:12:15 +00:00
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OsdEvalPatchBezierTessLevels(OsdPerPatchVertexBezier cpBezier[16],
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2019-01-19 02:17:38 +00:00
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ivec3 patchParam, out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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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
|
|
|
|
// points have been converted to the Bezier basis, the control points
|
|
|
|
// at the four corners are on the limit surface (since a Bezier patch
|
|
|
|
// interpolates its corner control points). We can compute an adaptive
|
|
|
|
// tessellation level for transition edges on the limit surface by
|
|
|
|
// evaluating a limit position at the mid point of each transition edge.
|
|
|
|
|
|
|
|
tessOuterLo = vec4(0);
|
|
|
|
tessOuterHi = vec4(0);
|
|
|
|
|
2019-01-30 18:25:04 +00:00
|
|
|
vec3 corners[4];
|
|
|
|
vec3 midpoints[4];
|
|
|
|
|
2019-01-19 02:17:38 +00:00
|
|
|
int transitionMask = OsdGetPatchTransitionMask(patchParam);
|
|
|
|
|
|
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
2019-01-30 18:25:04 +00:00
|
|
|
corners[0] = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.0));
|
|
|
|
corners[1] = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.0));
|
|
|
|
corners[2] = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 1.0));
|
|
|
|
corners[3] = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 1.0));
|
|
|
|
|
|
|
|
midpoints[0] = ((transitionMask & 8) == 0) ? vec3(0) :
|
|
|
|
OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.5));
|
|
|
|
midpoints[1] = ((transitionMask & 1) == 0) ? vec3(0) :
|
|
|
|
OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 0.0));
|
|
|
|
midpoints[2] = ((transitionMask & 2) == 0) ? vec3(0) :
|
|
|
|
OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.5));
|
|
|
|
midpoints[3] = ((transitionMask & 4) == 0) ? vec3(0) :
|
|
|
|
OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 1.0));
|
2019-01-19 02:17:38 +00:00
|
|
|
#else
|
2019-01-30 18:25:04 +00:00
|
|
|
corners[0] = cpBezier[ 0].P;
|
|
|
|
corners[1] = cpBezier[ 3].P;
|
|
|
|
corners[2] = cpBezier[15].P;
|
|
|
|
corners[3] = cpBezier[12].P;
|
2019-01-19 02:17:38 +00:00
|
|
|
|
2019-01-30 18:25:04 +00:00
|
|
|
midpoints[0] = ((transitionMask & 8) == 0) ? vec3(0) :
|
|
|
|
Osd_EvalBezierCurveMidPoint(
|
2019-01-19 02:18:45 +00:00
|
|
|
cpBezier[0].P, cpBezier[4].P, cpBezier[8].P, cpBezier[12].P);
|
2019-01-30 18:25:04 +00:00
|
|
|
midpoints[1] = ((transitionMask & 1) == 0) ? vec3(0) :
|
|
|
|
Osd_EvalBezierCurveMidPoint(
|
2019-01-19 02:18:45 +00:00
|
|
|
cpBezier[0].P, cpBezier[1].P, cpBezier[2].P, cpBezier[3].P);
|
2019-01-30 18:25:04 +00:00
|
|
|
midpoints[2] = ((transitionMask & 2) == 0) ? vec3(0) :
|
|
|
|
Osd_EvalBezierCurveMidPoint(
|
2019-01-19 02:18:45 +00:00
|
|
|
cpBezier[3].P, cpBezier[7].P, cpBezier[11].P, cpBezier[15].P);
|
2019-01-30 18:25:04 +00:00
|
|
|
midpoints[3] = ((transitionMask & 4) == 0) ? vec3(0) :
|
|
|
|
Osd_EvalBezierCurveMidPoint(
|
2019-01-19 02:18:45 +00:00
|
|
|
cpBezier[12].P, cpBezier[13].P, cpBezier[14].P, cpBezier[15].P);
|
2019-01-19 02:17:38 +00:00
|
|
|
#endif
|
2019-01-30 18:25:04 +00:00
|
|
|
|
|
|
|
Osd_GetTessLevelsFromPatchBoundaries4(corners, midpoints,
|
|
|
|
patchParam, tessOuterLo, tessOuterHi);
|
2019-01-19 02:17:38 +00:00
|
|
|
}
|
|
|
|
|
2019-01-19 02:18:45 +00:00
|
|
|
void
|
2019-01-30 18:12:15 +00:00
|
|
|
OsdEvalPatchBezierTriangleTessLevels(vec3 cv[15],
|
2019-01-19 02:18:45 +00:00
|
|
|
ivec3 patchParam, out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
// Each edge of a transition patch is adjacent to one or two patches
|
|
|
|
// at the next refined level of subdivision. When the patch control
|
|
|
|
// points have been converted to the Bezier basis, the control points
|
|
|
|
// at the corners are on the limit surface (since a Bezier patch
|
|
|
|
// interpolates its corner control points). We can compute an adaptive
|
|
|
|
// tessellation level for transition edges on the limit surface by
|
|
|
|
// evaluating a limit position at the mid point of each transition edge.
|
|
|
|
|
|
|
|
tessOuterLo = vec4(0);
|
|
|
|
tessOuterHi = vec4(0);
|
|
|
|
|
|
|
|
int transitionMask = OsdGetPatchTransitionMask(patchParam);
|
|
|
|
|
2019-01-30 18:25:04 +00:00
|
|
|
vec3 corners[3];
|
|
|
|
corners[0] = cv[0];
|
|
|
|
corners[1] = cv[4];
|
|
|
|
corners[2] = cv[14];
|
|
|
|
|
|
|
|
vec3 midpoints[3];
|
|
|
|
midpoints[0] = ((transitionMask & 4) == 0) ? vec3(0) :
|
|
|
|
Osd_EvalQuarticBezierCurveMidPoint(cv[0], cv[5], cv[9], cv[12], cv[14]);
|
|
|
|
midpoints[1] = ((transitionMask & 1) == 0) ? vec3(0) :
|
|
|
|
Osd_EvalQuarticBezierCurveMidPoint(cv[0], cv[1], cv[2], cv[3], cv[4]);
|
|
|
|
midpoints[2] = ((transitionMask & 2) == 0) ? vec3(0) :
|
|
|
|
Osd_EvalQuarticBezierCurveMidPoint(cv[4], cv[8], cv[11], cv[13], cv[14]);
|
|
|
|
|
|
|
|
Osd_GetTessLevelsFromPatchBoundaries3(corners, midpoints,
|
|
|
|
patchParam, tessOuterLo, tessOuterHi);
|
2019-01-19 02:18:45 +00:00
|
|
|
}
|
|
|
|
|
2019-01-19 02:17:38 +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;
|
|
|
|
}
|
|
|
|
|
2019-01-19 02:18:45 +00:00
|
|
|
void
|
|
|
|
OsdComputeTessLevelsTriangle(inout vec4 tessOuterLo, inout vec4 tessOuterHi,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner)
|
|
|
|
{
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
|
|
|
|
// Inner level is the max of the three outer levels.
|
|
|
|
tessLevelInner[0] = max(max(tessLevelOuter[0],
|
|
|
|
tessLevelOuter[1]),
|
|
|
|
tessLevelOuter[2]);
|
|
|
|
}
|
|
|
|
|
2019-01-19 02:17:38 +00:00
|
|
|
void
|
|
|
|
OsdGetTessLevelsUniform(ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
|
|
|
|
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
|
|
|
|
2019-01-19 02:18:45 +00:00
|
|
|
void
|
|
|
|
OsdGetTessLevelsUniformTriangle(ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
OsdGetTessLevelsUniformTriangle(patchParam, tessOuterLo, tessOuterHi);
|
|
|
|
|
|
|
|
OsdComputeTessLevelsTriangle(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
|
|
|
|
2019-01-30 18:12:15 +00:00
|
|
|
void
|
|
|
|
OsdEvalPatchBezierTessLevels(OsdPerPatchVertexBezier cpBezier[16],
|
|
|
|
ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
OsdEvalPatchBezierTessLevels(cpBezier, patchParam,
|
|
|
|
tessOuterLo, tessOuterHi);
|
|
|
|
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
OsdEvalPatchBezierTriangleTessLevels(vec3 cv[15],
|
|
|
|
ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
OsdEvalPatchBezierTriangleTessLevels(cv, patchParam,
|
|
|
|
tessOuterLo, tessOuterHi);
|
|
|
|
|
|
|
|
OsdComputeTessLevelsTriangle(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
|
|
|
|
2019-01-19 02:17:38 +00:00
|
|
|
void
|
|
|
|
OsdGetTessLevelsAdaptiveRefinedPoints(vec3 cpRefined[16], ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
OsdGetTessLevelsRefinedPoints(cpRefined, patchParam,
|
|
|
|
tessOuterLo, tessOuterHi);
|
|
|
|
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
|
|
|
|
2019-01-30 18:12:15 +00:00
|
|
|
// Deprecated -- prefer use of newer Bezier patch equivalent:
|
|
|
|
void
|
|
|
|
OsdGetTessLevelsLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
|
|
|
|
ivec3 patchParam, out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
OsdEvalPatchBezierTessLevels(cpBezier, patchParam, tessOuterLo, tessOuterHi);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Deprecated -- prefer use of newer Bezier patch equivalent:
|
2019-01-19 02:17:38 +00:00
|
|
|
void
|
|
|
|
OsdGetTessLevelsAdaptiveLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
|
|
|
|
ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
|
|
{
|
|
|
|
OsdGetTessLevelsLimitPoints(cpBezier, patchParam,
|
|
|
|
tessOuterLo, tessOuterHi);
|
|
|
|
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
|
|
|
|
2019-05-30 19:20:03 +00:00
|
|
|
// Deprecated -- prefer use of newer Bezier patch equivalent:
|
2019-01-19 02:17:38 +00:00
|
|
|
void
|
|
|
|
OsdGetTessLevels(vec3 cp0, vec3 cp1, vec3 cp2, vec3 cp3,
|
|
|
|
ivec3 patchParam,
|
|
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
}
|
|
|
|
|
|
|
|
#if defined OSD_FRACTIONAL_EVEN_SPACING || defined OSD_FRACTIONAL_ODD_SPACING
|
|
|
|
float
|
|
|
|
OsdGetTessFractionalSplit(float t, float level, float levelUp)
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{
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// Fractional tessellation of an edge will produce n segments where n
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// is the tessellation level of the edge (level) rounded up to the
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// nearest even or odd integer (levelUp). There will be n-2 segments of
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// equal length (dx1) and two additional segments of equal length (dx0)
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// that are typically shorter than the other segments. The two additional
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// segments should be placed symmetrically on opposite sides of the
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// edge (offset).
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#if defined OSD_FRACTIONAL_EVEN_SPACING
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if (level <= 2) return t;
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float base = pow(2.0,floor(log2(levelUp)));
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float offset = 1.0/(int(2*base-levelUp)/2 & int(base/2-1));
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#elif defined OSD_FRACTIONAL_ODD_SPACING
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if (level <= 1) return t;
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float base = pow(2.0,floor(log2(levelUp)));
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float offset = 1.0/(((int(2*base-levelUp)/2+1) & int(base/2-1))+1);
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#endif
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float dx0 = (1.0 - (levelUp-level)/2) / levelUp;
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float dx1 = (1.0 - 2.0*dx0) / (levelUp - 2.0*ceil(dx0));
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if (t < 0.5) {
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float x = levelUp/2 - round(t*levelUp);
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return 0.5 - (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
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} else if (t > 0.5) {
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float x = round(t*levelUp) - levelUp/2;
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return 0.5 + (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
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} else {
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return t;
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}
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}
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#endif
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float
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OsdGetTessTransitionSplit(float t, float lo, float hi)
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{
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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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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 {
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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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}
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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
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}
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vec2
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2019-05-30 19:20:03 +00:00
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OsdGetTessParameterization(vec2 p, vec4 tessOuterLo, vec4 tessOuterHi)
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2019-01-19 02:17:38 +00:00
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{
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2019-05-30 19:20:03 +00:00
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vec2 UV = p;
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if (p.x == 0 && tessOuterHi[0] > 0) {
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2019-01-19 02:17:38 +00:00
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UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[0], tessOuterHi[0]);
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} else
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2019-05-30 19:20:03 +00:00
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if (p.y == 0 && tessOuterHi[1] > 0) {
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2019-01-19 02:17:38 +00:00
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UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[1], tessOuterHi[1]);
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} else
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2019-05-30 19:20:03 +00:00
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if (p.x == 1 && tessOuterHi[2] > 0) {
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2019-01-19 02:17:38 +00:00
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UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[2], tessOuterHi[2]);
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} else
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2019-05-30 19:20:03 +00:00
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if (p.y == 1 && tessOuterHi[3] > 0) {
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2019-01-19 02:17:38 +00:00
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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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2019-01-19 02:18:45 +00:00
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vec2
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2019-05-30 19:20:03 +00:00
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OsdGetTessParameterizationTriangle(vec3 p, vec4 tessOuterLo, vec4 tessOuterHi)
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2019-01-19 02:18:45 +00:00
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{
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2019-05-30 19:20:03 +00:00
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vec2 UV = p.xy;
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if (p.x == 0 && tessOuterHi[0] > 0) {
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2019-01-19 02:18:45 +00:00
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UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[0], tessOuterHi[0]);
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} else
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2019-05-30 19:20:03 +00:00
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if (p.y == 0 && tessOuterHi[1] > 0) {
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2019-01-19 02:18:45 +00:00
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UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[1], tessOuterHi[1]);
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} else
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2019-05-30 19:20:03 +00:00
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if (p.z == 0 && tessOuterHi[2] > 0) {
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2019-01-19 02:18:45 +00:00
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UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[2], tessOuterHi[2]);
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UV.y = 1.0 - UV.x;
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}
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return UV;
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}
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