// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // //------------------------------------------------------------------------------ uniform samplerBuffer vertexBuffer; uniform int srcOffset = 0; out float outVertexBuffer[LENGTH]; //------------------------------------------------------------------------------ struct Vertex { float vertexData[LENGTH]; }; void clear(out Vertex v) { for (int i = 0; i < LENGTH; i++) { v.vertexData[i] = 0; } } void addWithWeight(inout Vertex v, Vertex src, float weight) { for(int j = 0; j < LENGTH; j++) { v.vertexData[j] += weight * src.vertexData[j]; } } Vertex readVertex(int index) { Vertex v; int vertexIndex = srcOffset + index * SRC_STRIDE; for(int j = 0; j < LENGTH; j++) { v.vertexData[j] = texelFetch(vertexBuffer, vertexIndex+j).x; } return v; } void writeVertex(Vertex v) { for(int i = 0; i < LENGTH; i++) { outVertexBuffer[i] = v.vertexData[i]; } } //------------------------------------------------------------------------------ #if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES) out float outDuBuffer[LENGTH]; out float outDvBuffer[LENGTH]; void writeDu(Vertex v) { for(int i = 0; i < LENGTH; i++) { outDuBuffer[i] = v.vertexData[i]; } } void writeDv(Vertex v) { for(int i = 0; i < LENGTH; i++) { outDvBuffer[i] = v.vertexData[i]; } } #endif //------------------------------------------------------------------------------ #if defined(OPENSUBDIV_GLSL_XFB_KERNEL_EVAL_STENCILS) uniform usamplerBuffer sizes; uniform isamplerBuffer offsets; uniform isamplerBuffer indices; uniform samplerBuffer weights; #if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES) uniform samplerBuffer duWeights; uniform samplerBuffer dvWeights; #endif uniform int batchStart = 0; uniform int batchEnd = 0; void main() { int current = gl_VertexID + batchStart; if (current>=batchEnd) { return; } Vertex dst, du, dv; clear(dst); clear(du); clear(dv); int offset = texelFetch(offsets, current).x; uint size = texelFetch(sizes, current).x; for (int stencil=0; stencil> 4) & 0x1U; uint depth = getDepth(patchBits); if (nonQuadRoot == 1) { return 1.0f / float( 1 << (depth-1) ); } else { return 1.0f / float( 1 << depth ); } } vec2 normalizePatchCoord(uint patchBits, vec2 uv) { float frac = getParamFraction(patchBits); uint iu = (patchBits >> 22) & 0x3ffU; uint iv = (patchBits >> 12) & 0x3ffU; // top left corner float pu = float(iu*frac); float pv = float(iv*frac); // normalize u,v coordinates return vec2((uv.x - pu) / frac, (uv.y - pv) / frac); } void adjustBoundaryWeights(uint bits, inout vec4 sWeights, inout vec4 tWeights) { uint boundary = ((bits >> 8) & 0xfU); if ((boundary & 1U) != 0) { tWeights[2] -= tWeights[0]; tWeights[1] += 2*tWeights[0]; tWeights[0] = 0; } if ((boundary & 2U) != 0) { sWeights[1] -= sWeights[3]; sWeights[2] += 2*sWeights[3]; sWeights[3] = 0; } if ((boundary & 4U) != 0) { tWeights[1] -= tWeights[3]; tWeights[2] += 2*tWeights[3]; tWeights[3] = 0; } if ((boundary & 8U) != 0) { sWeights[2] -= sWeights[0]; sWeights[1] += 2*sWeights[0]; sWeights[0] = 0; } } void main() { int current = gl_VertexID; ivec3 handle = patchHandles; int patchIndex = handle.y; vec2 coord = patchCoords; ivec4 array = patchArray[handle.x]; int patchType = array.x; int numControlVertices = 16; uint patchBits = texelFetch(patchParamBuffer, patchIndex).y; // normalize coord = normalizePatchCoord(patchBits, coord); float dScale = float(1 << getDepth(patchBits)); // if regular float wP[20], wDs[20], wDt[20]; { vec4 sWeights, tWeights, dsWeights, dtWeights; getBSplineWeights(coord.s, sWeights, dsWeights); getBSplineWeights(coord.t, tWeights, dtWeights); adjustBoundaryWeights(patchBits, sWeights, tWeights); adjustBoundaryWeights(patchBits, dsWeights, dtWeights); for (int k = 0; k < 4; ++k) { for (int l = 0; l < 4; ++l) { wP[4*k+l] = sWeights[l] * tWeights[k]; wDs[4*k+l] = dsWeights[l] * tWeights[k] * dScale; wDt[4*k+l] = sWeights[l] * dtWeights[k] * dScale; } } } Vertex dst, du, dv; clear(dst); clear(du); clear(dv); int indexBase = array.z + handle.z; for (int cv = 0; cv < numControlVertices; ++cv) { int index = texelFetch(patchIndexBuffer, indexBase + cv).x; addWithWeight(dst, readVertex(index), wP[cv]); addWithWeight(du, readVertex(index), wDs[cv]); addWithWeight(dv, readVertex(index), wDt[cv]); } writeVertex(dst); #if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES) writeDu(du); writeDv(dv); #endif } #endif