mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-23 00:10:07 +00:00
67cc2a3810
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.
206 lines
6.0 KiB
GLSL
206 lines
6.0 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//----------------------------------------------------------
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// Patches.VertexGregory
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//----------------------------------------------------------
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#ifdef OSD_PATCH_VERTEX_GREGORY_SHADER
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layout (location=0) in vec4 position;
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OSD_USER_VARYING_ATTRIBUTE_DECLARE
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out block {
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OsdPerVertexGregory v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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OsdComputePerVertexGregory(gl_VertexID, position.xyz, outpt.v);
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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OSD_USER_VARYING_PER_VERTEX();
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlGregory
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_SHADER
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patch out vec4 tessOuterLo, tessOuterHi;
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in block {
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OsdPerVertexGregory v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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OsdPerPatchVertexGregory v;
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OSD_USER_VARYING_DECLARE
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} outpt[4];
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layout(vertices = 4) out;
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void main()
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{
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OsdPerVertexGregory cv[4];
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for (int i=0; i<4; ++i) {
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cv[i] = inpt[i].v;
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}
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ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
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OsdComputePerPatchVertexGregory(patchParam, gl_InvocationID, gl_PrimitiveID, cv, outpt[gl_InvocationID].v);
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OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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// Wait for all basis conversion to be finished
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barrier();
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#endif
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if (gl_InvocationID == 0) {
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vec4 tessLevelOuter = vec4(0);
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vec2 tessLevelInner = vec2(0);
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OSD_PATCH_CULL(4);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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// Gather bezier control points to compute limit surface tess levels
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OsdPerPatchVertexBezier bezcv[16];
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bezcv[ 0].P = outpt[0].v.P;
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bezcv[ 1].P = outpt[0].v.Ep;
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bezcv[ 2].P = outpt[1].v.Em;
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bezcv[ 3].P = outpt[1].v.P;
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bezcv[ 4].P = outpt[0].v.Em;
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bezcv[ 5].P = outpt[0].v.Fp;
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bezcv[ 6].P = outpt[1].v.Fm;
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bezcv[ 7].P = outpt[1].v.Ep;
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bezcv[ 8].P = outpt[3].v.Ep;
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bezcv[ 9].P = outpt[3].v.Fm;
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bezcv[10].P = outpt[2].v.Fp;
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bezcv[11].P = outpt[2].v.Em;
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bezcv[12].P = outpt[3].v.P;
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bezcv[13].P = outpt[3].v.Em;
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bezcv[14].P = outpt[2].v.Ep;
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bezcv[15].P = outpt[2].v.P;
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OsdEvalPatchBezierTessLevels(bezcv, patchParam,
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tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#else
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OsdGetTessLevelsUniform(patchParam, tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#endif
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gl_TessLevelOuter[0] = tessLevelOuter[0];
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gl_TessLevelOuter[1] = tessLevelOuter[1];
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gl_TessLevelOuter[2] = tessLevelOuter[2];
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gl_TessLevelOuter[3] = tessLevelOuter[3];
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gl_TessLevelInner[0] = tessLevelInner[0];
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gl_TessLevelInner[1] = tessLevelInner[1];
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalGregory
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_EVAL_GREGORY_SHADER
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layout(quads) in;
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layout(OSD_SPACING) in;
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patch in vec4 tessOuterLo, tessOuterHi;
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in block {
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OsdPerPatchVertexGregory v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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OutputVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
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vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
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vec3 cv[20];
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cv[0] = inpt[0].v.P;
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cv[1] = inpt[0].v.Ep;
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cv[2] = inpt[0].v.Em;
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cv[3] = inpt[0].v.Fp;
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cv[4] = inpt[0].v.Fm;
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cv[5] = inpt[1].v.P;
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cv[6] = inpt[1].v.Ep;
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cv[7] = inpt[1].v.Em;
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cv[8] = inpt[1].v.Fp;
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cv[9] = inpt[1].v.Fm;
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cv[10] = inpt[2].v.P;
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cv[11] = inpt[2].v.Ep;
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cv[12] = inpt[2].v.Em;
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cv[13] = inpt[2].v.Fp;
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cv[14] = inpt[2].v.Fm;
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cv[15] = inpt[3].v.P;
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cv[16] = inpt[3].v.Ep;
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cv[17] = inpt[3].v.Em;
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cv[18] = inpt[3].v.Fp;
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cv[19] = inpt[3].v.Fm;
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vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy,
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tessOuterLo,
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tessOuterHi);
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ivec3 patchParam = inpt[0].v.patchParam;
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OsdEvalPatchGregory(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
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// all code below here is client code
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outpt.v.position = OsdModelViewMatrix() * vec4(P, 1.0f);
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outpt.v.normal = (OsdModelViewMatrix() * vec4(N, 0.0f)).xyz;
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outpt.v.tangent = (OsdModelViewMatrix() * vec4(dPu, 0.0f)).xyz;
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outpt.v.bitangent = (OsdModelViewMatrix() * vec4(dPv, 0.0f)).xyz;
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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outpt.v.Nu = dNu;
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outpt.v.Nv = dNv;
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#endif
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outpt.v.tessCoord = UV;
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outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, patchParam);
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OSD_USER_VARYING_PER_EVAL_POINT(UV, 0, 1, 3, 2);
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = OsdProjectionMatrix() * outpt.v.position;
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}
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#endif
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