// // Copyright 2018 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. // //---------------------------------------------------------- // Patches.VertexBoxSplineTriangle //---------------------------------------------------------- #ifdef OSD_PATCH_VERTEX_BOX_SPLINE_TRIANGLE_SHADER layout(location = 0) in vec4 position; OSD_USER_VARYING_ATTRIBUTE_DECLARE out block { ControlVertex v; OSD_USER_VARYING_DECLARE } outpt; void main() { outpt.v.position = position; OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position); OSD_USER_VARYING_PER_VERTEX(); } #endif //---------------------------------------------------------- // Patches.TessControlBoxSplineTriangle //---------------------------------------------------------- #ifdef OSD_PATCH_TESS_CONTROL_BOX_SPLINE_TRIANGLE_SHADER patch out vec4 tessOuterLo, tessOuterHi; in block { ControlVertex v; OSD_USER_VARYING_DECLARE } inpt[]; out block { OsdPerPatchVertexBezier v; OSD_USER_VARYING_DECLARE } outpt[12]; layout(vertices = 12) out; void main() { vec3 cv[12]; for (int i=0; i<12; ++i) { cv[i] = inpt[i].v.position.xyz; } ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)); OsdComputePerPatchVertexBoxSplineTriangle( patchParam, gl_InvocationID, cv, outpt[gl_InvocationID].v); OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID); #if defined OSD_ENABLE_SCREENSPACE_TESSELLATION // Wait for all basis conversion to be finished barrier(); #endif if (gl_InvocationID == 0) { vec4 tessLevelOuter = vec4(0); vec2 tessLevelInner = vec2(0); OSD_PATCH_CULL(12); #if defined OSD_ENABLE_SCREENSPACE_TESSELLATION // Gather bezier control points to compute limit surface tess levels for (int i=0; i<12; ++i) { cv[i] = outpt[i].v.P; } OsdGetTessLevelsAdaptiveLimitPointsTriangle( cv, patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi); #else OsdGetTessLevelsUniformTriangle(patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi); #endif gl_TessLevelOuter[0] = tessLevelOuter[0]; gl_TessLevelOuter[1] = tessLevelOuter[1]; gl_TessLevelOuter[2] = tessLevelOuter[2]; gl_TessLevelInner[0] = tessLevelInner[0]; } } #endif //---------------------------------------------------------- // Patches.TessEvalBoxSplineTriangle //---------------------------------------------------------- #ifdef OSD_PATCH_TESS_EVAL_BOX_SPLINE_TRIANGLE_SHADER layout(triangles) in; layout(OSD_SPACING) in; patch in vec4 tessOuterLo, tessOuterHi; in block { OsdPerPatchVertexBezier v; OSD_USER_VARYING_DECLARE } inpt[]; out block { OutputVertex v; OSD_USER_VARYING_DECLARE } outpt; void main() { vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0); vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0); OsdPerPatchVertexBezier cv[12]; for (int i = 0; i < 12; ++i) { cv[i] = inpt[i].v; } vec2 UV = OsdGetTessParameterizationTriangle(gl_TessCoord.xy, tessOuterLo, tessOuterHi); ivec3 patchParam = inpt[0].v.patchParam; OsdEvalPatchBezierTriangle(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv); // all code below here is client code outpt.v.position = OsdModelViewMatrix() * vec4(P, 1.0f); outpt.v.normal = (OsdModelViewMatrix() * vec4(N, 0.0f)).xyz; outpt.v.tangent = (OsdModelViewMatrix() * vec4(dPu, 0.0f)).xyz; outpt.v.bitangent = (OsdModelViewMatrix() * vec4(dPv, 0.0f)).xyz; #ifdef OSD_COMPUTE_NORMAL_DERIVATIVES outpt.v.Nu = dNu; outpt.v.Nv = dNv; #endif outpt.v.tessCoord = UV; outpt.v.patchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam); OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE(UV, 4, 5, 8); OSD_DISPLACEMENT_CALLBACK; gl_Position = OsdProjectionMatrix() * outpt.v.position; } #endif