Commit Graph

7 Commits

Author SHA1 Message Date
David G Yu
67cc2a3810 Irregular patch shader transition edges
Updated the Gregory patch tessellation shaders to account for
transition edges.

Changed the implementation of OsdGetTessParameterizationTriangle()
to take the input parametric location as a 3-component value. This
allows the edge parameterization to be more numerically robust and
consistent.

Also, corrected some minor discrepancies between the various
tessellation shader configurations.
2019-06-03 15:34:40 -07:00
barry
e8fdec9f88 Made use of newer GLSL adaptive tess functions in patch shaders:
- replaced use of "LimitPoints" functions in all patch shaders
    - removed the unreleased "LimitPointsTriangle" functions
    - added internal tess functions for processing patch boundaries
    - updated Bezier quad and tri tess evaluation to use boundary functions
2019-01-30 10:25:04 -08:00
barry
e8859cac85 Added GLSL adaptive tess functions to reflect associated patch types:
- renamed core "LimitPoints" functions to reflect the patch type (Bezier)
    - overloaded new functions with the additionally computed tess level
    - preserved stubs of all "LimitPoints" functions for compatibility
2019-01-30 10:12:15 -08:00
barry
a0e72d80c3 Changed Gregory triangle from cubic/quartic hyrid to full quartic:
- changed Far::PatchDescriptor size for GREGORY_TRIANGLE to 18
    - modified Far::LoopPatchBuilder to construct full quartic Gregory patch
    - fixed Far::LoopPatchBuilder bug related to face points near boundaries
    - updated Far patch basis evaluation for Gregory and Bezier triangles
    - updated Osd patch basis evaluation to match Far
    - updated Osd GLSL patch size for Gregory triangle to 18
    - modified Osd GLSL Gregory triangle eval and tess settings for quartic
2019-01-24 12:56:09 -08:00
barry
7ab065a0c4 Changed GLSL conversion of regular Loop patch to quartic Bezier:
- updated sizes for the Box-spline triangle shader to generate 15 points
    - updated conversion of Box-spline from hybrid Bezier to fully quartic
    - added resolution of degenerate normal to Bezier triangle evaluation
    - updated hybrid Gregory triangle conversion to quartic Bezier
    - updated adaptive tessellation of Bezier triangle for quartic boundaries
2019-01-22 09:48:19 -08:00
David G Yu
83486cddae Added GLSL support for drawing triangle patches
- Added GLSL patch shaders for BoxSplineTriangle and GregoryTriangle
  patches. These both convert to a hybrid Bezier patch for drawing
  similar to the basis conversion done for quad patches.
- Added evaluation of hybrid Bezier triangle patches and
  GregoryTriangle patches to the common shader source.
- Added OsdGetPatchIsTriangleRotated() to detect rotated triangles.
- Added OsdInterpolatePatchCoordTriangle() for eval of triangle patches.
- Added boundary point extrapolation for BoxSplineTriangle patches.
- Fixed boundary point extrapolation for unisolated BSpline patches.
- Added tess factor and tess evaluation location computation for
  triangle patches.
- Limit surface edge mid points for both quad and triangle patches
  are now computed directly.
2019-01-18 18:18:45 -08:00
David G Yu
494f45605f Moved GLSL tess factor code to separate file
Moved shader code which computes tessellation factors and
tessellation parameterization into a separate source file.
2019-01-18 18:17:38 -08:00