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https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-26 21:40:07 +00:00
example fix: remove unnecessary debugging feature.
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f2d5ed8919
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@ -98,9 +98,7 @@ enum DisplayStyle { kDisplayStyleWire = 0,
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enum ShadingMode { kShadingMaterial,
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kShadingPatchType,
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kShadingPatchCoord,
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kShadingNormal,
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kShadingCurvature,
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kShadingAnalyticCurvature };
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kShadingNormal };
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enum EndCap { kEndCapNone = 0,
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kEndCapBSplineBasis,
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@ -556,13 +554,6 @@ public:
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case kShadingNormal:
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ss << "#define SHADING_NORMAL\n";
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break;
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case kShadingCurvature:
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ss << "#define SHADING_CURVATURE\n";
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break;
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case kShadingAnalyticCurvature:
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ss << "#define OSD_COMPUTE_NORMAL_DERIVATIVES\n";
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ss << "#define SHADING_ANALYTIC_CURVATURE\n";
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break;
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}
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// need for patch color-coding : we need these defines in the fragment shader
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@ -1212,12 +1203,6 @@ initHUD() {
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g_hud->AddPullDownButton(shading_pulldown, "Normal",
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kShadingNormal,
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g_shadingMode == kShadingNormal);
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g_hud->AddPullDownButton(shading_pulldown, "Curvature",
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kShadingCurvature,
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g_shadingMode == kShadingCurvature);
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g_hud->AddPullDownButton(shading_pulldown, "Analytic Curvature",
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kShadingAnalyticCurvature,
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g_shadingMode == kShadingAnalyticCurvature);
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g_hud->AddCheckBox("Patch CVs (L)", false, 10, 50, callbackCheckBox, kHUD_CB_DISPLAY_PATCH_CVs, 'L');
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g_hud->AddCheckBox("Patch Color (P)", true, 10, 70, callbackCheckBox, kHUD_CB_DISPLAY_PATCH_COLOR, 'P');
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@ -460,17 +460,10 @@ ps_main( in OutputVertex input,
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#endif
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float3 N = (isFrontFacing ? input.normal : -input.normal);
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float3 Nobj = mul(ModelViewInverseMatrix, float4(input.normal, 0)).xyz;
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float4 Cf = lighting(color, input.position.xyz, N);
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#if defined(SHADING_NORMAL)
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Cf.rgb = N;
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#elif defined(SHADING_CURVATURE)
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float3 pc = fwidth(input.position.xyz);
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Cf.rgb = 0.1 * fwidth(Nobj) / length(pc);
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#elif defined(SHADING_ANALYTIC_CURVATURE)
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int level = OsdGetPatchFaceLevel(OsdGetPatchParam(OsdGetPatchIndex(primitiveID)));
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Cf.rgb = 0.1 * level *(abs(input.Nu) + abs(input.Nv));
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#endif
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colorOut = edgeColor(Cf, input.edgeDistance);
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@ -145,9 +145,7 @@ enum ShadingMode { kShadingMaterial,
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kShadingFaceVaryingColor,
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kShadingPatchType,
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kShadingPatchCoord,
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kShadingNormal,
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kShadingCurvature,
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kShadingAnalyticCurvature };
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kShadingNormal };
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enum EndCap { kEndCapNone = 0,
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kEndCapBSplineBasis,
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@ -773,13 +771,6 @@ public:
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case kShadingNormal:
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ss << "#define SHADING_NORMAL\n";
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break;
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case kShadingCurvature:
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ss << "#define SHADING_CURVATURE\n";
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break;
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case kShadingAnalyticCurvature:
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ss << "#define OSD_COMPUTE_NORMAL_DERIVATIVES\n";
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ss << "#define SHADING_ANALYTIC_CURVATURE\n";
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break;
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}
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if (type == Far::PatchDescriptor::TRIANGLES) {
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@ -1512,12 +1503,6 @@ initHUD() {
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g_hud.AddPullDownButton(shading_pulldown, "Normal",
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kShadingNormal,
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g_shadingMode == kShadingNormal);
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g_hud.AddPullDownButton(shading_pulldown, "Curvature",
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kShadingCurvature,
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g_shadingMode == kShadingCurvature);
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g_hud.AddPullDownButton(shading_pulldown, "Analytic Curvature",
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kShadingAnalyticCurvature,
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g_shadingMode == kShadingAnalyticCurvature);
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int compute_pulldown = g_hud.AddPullDown("Compute (K)", 475, 10, 300, callbackKernel, 'k');
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g_hud.AddPullDownButton(compute_pulldown, "CPU", kCPU);
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@ -177,16 +177,8 @@ void emit(int index, vec3 normal)
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outpt.v.patchCoord = inpt[index].v.patchCoord;
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#ifdef SMOOTH_NORMALS
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outpt.v.normal = inpt[index].v.normal;
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#if defined(SHADING_ANALYTIC_CURVATURE)
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outpt.v.Nu = inpt[index].v.Nu;
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outpt.v.Nv = inpt[index].v.Nv;
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#endif
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#else
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outpt.v.normal = normal;
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#if defined(SHADING_ANALYTIC_CURVATURE)
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outpt.v.Nu = vec3(0);
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outpt.v.Nv = vec3(0);
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#endif
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#endif
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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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@ -486,7 +478,6 @@ getAdaptivePatchColor(ivec3 patchParam)
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void
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main()
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{
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vec3 Nobj = (ModelViewInverseMatrix * vec4(inpt.v.normal, 0)).xyz;
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vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
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#if defined(SHADING_VARYING_COLOR)
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@ -509,16 +500,8 @@ main()
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#if defined(SHADING_NORMAL)
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Cf.rgb = N;
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#elif defined(SHADING_CURVATURE)
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vec3 pc = fwidth(inpt.v.position.xyz);
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Cf.rgb = 0.1 * fwidth(Nobj) / length(pc);
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#elif defined(SHADING_ANALYTIC_CURVATURE)
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// XXX: why need to scale by level?
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int level = OsdGetPatchFaceLevel(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
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Cf.rgb = 0.1 * level *(abs(inpt.v.Nu) + abs(inpt.v.Nv));
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#endif
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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Cf = edgeColor(Cf, inpt.edgeDistance);
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#endif
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