// // 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. // //---------------------------------------------------------- // Patches.VertexBSpline //---------------------------------------------------------- #ifdef OSD_PATCH_VERTEX_BSPLINE_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.TessControlBSpline //---------------------------------------------------------- #ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER patch out vec4 tessOuterLo, tessOuterHi; in block { ControlVertex v; OSD_USER_VARYING_DECLARE } inpt[]; out block { OsdPerPatchVertexBezier v; OSD_USER_VARYING_DECLARE } outpt[16]; layout(vertices = 16) out; void main() { vec3 cv[16]; for (int i=0; i<16; ++i) { cv[i] = inpt[i].v.position.xyz; } ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)); OsdComputePerPatchVertexBSpline(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(16); #if defined OSD_ENABLE_SCREENSPACE_TESSELLATION // Gather bezier control points to compute limit surface tess levels OsdPerPatchVertexBezier cpBezier[16]; #if 0 // XXX: this doesn't work on nvidia driver 34x. for (int i=0; i<16; ++i) { cpBezier[i] = outpt[i].v; } #else cpBezier[0] = outpt[0].v; cpBezier[1] = outpt[1].v; cpBezier[2] = outpt[2].v; cpBezier[3] = outpt[3].v; cpBezier[4] = outpt[4].v; cpBezier[5] = outpt[5].v; cpBezier[6] = outpt[6].v; cpBezier[7] = outpt[7].v; cpBezier[8] = outpt[8].v; cpBezier[9] = outpt[9].v; cpBezier[10] = outpt[10].v; cpBezier[11] = outpt[11].v; cpBezier[12] = outpt[12].v; cpBezier[13] = outpt[13].v; cpBezier[14] = outpt[14].v; cpBezier[15] = outpt[15].v; #endif OsdEvalPatchBezierTessLevels(cpBezier, patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi); #else OsdGetTessLevelsUniform(patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi); #endif gl_TessLevelOuter[0] = tessLevelOuter[0]; gl_TessLevelOuter[1] = tessLevelOuter[1]; gl_TessLevelOuter[2] = tessLevelOuter[2]; gl_TessLevelOuter[3] = tessLevelOuter[3]; gl_TessLevelInner[0] = tessLevelInner[0]; gl_TessLevelInner[1] = tessLevelInner[1]; } } #endif //---------------------------------------------------------- // Patches.TessEvalBSpline //---------------------------------------------------------- #ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER layout(quads) in; layout(OSD_SPACING) in; patch in vec4 tessOuterLo, tessOuterHi; in block { OsdPerPatchVertexBezier v; OSD_USER_VARYING_DECLARE } inpt[]; out block { OutputVertex v; #if defined OSD_PATCH_ENABLE_SINGLE_CREASE vec2 vSegments; #endif 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[16]; for (int i = 0; i < 16; ++i) { cv[i] = inpt[i].v; } vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy, tessOuterLo, tessOuterHi); ivec3 patchParam = inpt[0].v.patchParam; OsdEvalPatchBezier(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 #if defined OSD_PATCH_ENABLE_SINGLE_CREASE outpt.vSegments = cv[0].vSegments; #endif outpt.v.tessCoord = UV; outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, patchParam); OSD_USER_VARYING_PER_EVAL_POINT(UV, 5, 6, 9, 10); OSD_DISPLACEMENT_CALLBACK; gl_Position = OsdProjectionMatrix() * outpt.v.position; } #endif