mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 14:00:10 +00:00
272 lines
8.0 KiB
GLSL
272 lines
8.0 KiB
GLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#extension GL_EXT_gpu_shader4 : require
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//----------------------------------------------------------
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// Patches.TessVertex
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//----------------------------------------------------------
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#ifdef PATCH_VERTEX_SHADER
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layout (location=0) in vec4 position;
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out block {
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ControlVertex v;
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} output;
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void main() {
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output.v.position = ModelViewMatrix * position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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#if OSD_NUM_VARYINGS > 0
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for (int i = 0; i < OSD_NUM_VARYINGS; ++i)
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output.v.varyings[i] = varyings[i];
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#endif
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlBoundary
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//----------------------------------------------------------
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#ifdef PATCH_TESS_CONTROL_BOUNDARY_SHADER
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layout(vertices = 16) out;
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in block {
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ControlVertex v;
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} input[];
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out block {
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ControlVertex v;
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} output[];
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#define ID gl_InvocationID
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void main()
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{
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int i = ID/4;
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int j = ID%4;
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i = 3 - i;
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vec3 H[3];
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for (int l=0; l<3; l++) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; k++) {
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float c = Q[i][k];
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H[l] += c*input[l*4 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<3; k++) {
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pos += B[j][k]*H[k];
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}
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output[ID].v.position = vec4(pos, 1.0);
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int patchLevel = GetPatchLevel();
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// +0.5 to avoid interpolation error of integer value
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output[ID].v.patchCoord = vec4(0, 0,
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patchLevel+0.5,
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gl_PrimitiveID+LevelBase+0.5);
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OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
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if (ID == 0) {
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OSD_PATCH_CULL(12);
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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gl_TessLevelOuter[0] =
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TessAdaptive(input[1].v.position.xyz, input[2].v.position.xyz, patchLevel);
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gl_TessLevelOuter[1] =
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TessAdaptive(input[2].v.position.xyz, input[6].v.position.xyz, patchLevel);
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gl_TessLevelOuter[2] =
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TessAdaptive(input[5].v.position.xyz, input[6].v.position.xyz, patchLevel);
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gl_TessLevelOuter[3] =
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TessAdaptive(input[1].v.position.xyz, input[5].v.position.xyz, patchLevel);
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gl_TessLevelInner[0] =
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max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] =
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max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#else
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gl_TessLevelInner[0] = GetTessLevel(patchLevel);
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gl_TessLevelInner[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
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#endif
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalBoundary
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//----------------------------------------------------------
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#ifdef PATCH_TESS_EVAL_BOUNDARY_SHADER
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layout(quads) in;
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layout(equal_spacing) in;
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in block {
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ControlVertex v;
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int clipFlag;
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} input[];
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out block {
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OutputVertex v;
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} output;
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void main()
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{
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float u = gl_TessCoord.x,
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v = gl_TessCoord.y;
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/*
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float B[4], D[4];
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Univar4x4(u, B, D);
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vec3 BUCP[4], DUCP[4];
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for (int i=0; i<4; ++i) {
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BUCP[i] = vec3(0.0f, 0.0f, 0.0f);
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DUCP[i] = vec3(0.0f, 0.0f, 0.0f);
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for (int j=0; j<4; ++j) {
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vec3 A = input[4*i + j].v.position.xyz;
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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}
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}
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vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f);
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vec3 Tangent = vec3(0.0f, 0.0f, 0.0f);
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vec3 BiTangent = vec3(0.0f, 0.0f, 0.0f);
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Univar4x4(v, B, D);
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for (int i=0; i<4; ++i) {
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WorldPos += B[i] * BUCP[i];
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Tangent += B[i] * DUCP[i];
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BiTangent += D[i] * BUCP[i];
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}
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*/
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vec3 WorldPos, Tangent, BiTangent;
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vec3 cp[16];
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for(int i = 0; i < 16; ++i) cp[i] = input[i].v.position.xyz;
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EvalBSpline(gl_TessCoord.xy, cp, WorldPos, Tangent, BiTangent);
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vec3 normal = normalize(cross(Tangent, BiTangent));
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output.v.position = vec4(WorldPos, 1.0f);
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output.v.normal = normal;
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BiTangent = -BiTangent; // BiTangent will be used in following macro
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output.v.tangent = BiTangent;
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output.v.patchCoord = input[0].v.patchCoord;
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output.v.patchCoord.xy = vec2(1.0-v, u);
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OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
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OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(0);
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
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}
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#endif
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//----------------------------------------------------------
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// Patches.Vertex
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//----------------------------------------------------------
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#ifdef VERTEX_SHADER
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layout (location=0) in vec4 position;
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layout (location=1) in vec3 normal;
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layout (location=2) in vec4 color;
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out block {
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OutputVertex v;
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} output;
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void main() {
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gl_Position = ModelViewProjectionMatrix * position;
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output.v.color = color;
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}
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#endif
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//----------------------------------------------------------
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// Patches.FragmentColor
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//----------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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in block {
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OutputVertex v;
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} input;
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void main() {
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gl_FragColor = input.v.color;
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}
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#endif
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