mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2025-01-02 13:20:10 +00:00
24f9dc154b
PatchTablesFactory fills 20 indices topology into patchtable, and use it for eval and draw. note: currently screen-space adaptive tessellation of gregory basis patches is broken and cracks appear around them.
295 lines
8.1 KiB
GLSL
295 lines
8.1 KiB
GLSL
//
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// Copyright 2015 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.VertexGregoryBasis
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//----------------------------------------------------------
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#ifdef OSD_PATCH_VERTEX_GREGORY_BASIS_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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ControlVertex 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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outpt.v.position = OsdModelViewMatrix() * position;
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outpt.v.patchCoord = vec4(0);
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outpt.v.ptexInfo = ivec4(0);
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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.TessControlGregoryBasis
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_BASIS_SHADER
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layout(vertices = 20) out;
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in block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt[];
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#define ID gl_InvocationID
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void main()
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{
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outpt[ID].v = inpt[ID].v;
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OSD_USER_VARYING_PER_CONTROL_POINT(ID, ID);
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int patchLevel = GetPatchLevel();
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// +0.5 to avoid interpolation error of integer value
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outpt[ID].v.patchCoord = vec4(0, 0,
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patchLevel+0.5,
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GetPrimitiveID()+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(OSD_PATCH_INPUT_SIZE);
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// XXX: this metric is not consistent.
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// we will 1) compute the cage length as before
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// or 2) compute limit length for all patches.
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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gl_TessLevelOuter[0] =
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TessAdaptive(inpt[0].v.position.xyz, inpt[5].v.position.xyz);
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gl_TessLevelOuter[1] =
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TessAdaptive(inpt[0].v.position.xyz, inpt[15].v.position.xyz);
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gl_TessLevelOuter[2] =
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TessAdaptive(inpt[10].v.position.xyz, inpt[15].v.position.xyz);
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gl_TessLevelOuter[3] =
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TessAdaptive(inpt[5].v.position.xyz, inpt[10].v.position.xyz);
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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.TessEvalGregory
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_EVAL_GREGORY_BASIS_SHADER
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layout(quads) in;
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layout(cw) in;
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#if defined OSD_FRACTIONAL_ODD_SPACING
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layout(fractional_odd_spacing) in;
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#elif defined OSD_FRACTIONAL_EVEN_SPACING
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layout(fractional_even_spacing) in;
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#endif
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in block {
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ControlVertex 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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float u = gl_TessCoord.x,
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v = gl_TessCoord.y;
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vec3 p[20];
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for (int i = 0; i < 20; ++i) {
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p[i] = inpt[i].v.position.xyz;
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}
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vec3 q[16];
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float U = 1-u, V=1-v;
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float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
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float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
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float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
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float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
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#if 1
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q[ 5] = (u*p[3] + v*p[4])/d11;
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q[ 6] = (U*p[9] + v*p[8])/d12;
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q[ 9] = (u*p[19] + V*p[18])/d21;
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q[10] = (U*p[13] + V*p[14])/d22;
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#else
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q[ 5] = (p[3] + p[4])/2.0;
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q[ 6] = (p[9] + p[8])/2.0;
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q[ 9] = (p[19] + p[18])/2.0;
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q[10] = (p[13] + p[14])/2.0;
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#endif
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q[ 0] = p[0];
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q[ 1] = p[1];
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q[ 2] = p[7];
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q[ 3] = p[5];
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q[ 4] = p[2];
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q[ 7] = p[6];
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q[ 8] = p[16];
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q[11] = p[12];
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q[12] = p[15];
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q[13] = p[17];
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q[14] = p[11];
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q[15] = p[10];
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vec3 WorldPos = vec3(0, 0, 0);
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vec3 Tangent = vec3(0, 0, 0);
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vec3 BiTangent = vec3(0, 0, 0);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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float B[4], D[4], C[4];
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vec3 BUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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DUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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CUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0));
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vec3 dUU = vec3(0);
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vec3 dVV = vec3(0);
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vec3 dUV = vec3(0);
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Univar4x4(u, B, D, C);
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for (int i=0; i<4; ++i) {
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for (uint j=0; j<4; ++j) {
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// reverse face front
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vec3 A = q[i + 4*j];
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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CUCP[i] += A * C[j];
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}
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}
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Univar4x4(v, B, D, C);
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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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dUU += B[i] * CUCP[i];
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dVV += C[i] * BUCP[i];
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dUV += D[i] * DUCP[i];
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}
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int level = int(inpt[0].v.ptexInfo.z);
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BiTangent *= 3 * level;
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Tangent *= 3 * level;
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dUU *= 6 * level;
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dVV *= 6 * level;
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dUV *= 9 * level;
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vec3 n = cross(BiTangent, Tangent);
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vec3 normal = normalize(n);
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float E = dot(Tangent, Tangent);
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float F = dot(Tangent, BiTangent);
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float G = dot(BiTangent, BiTangent);
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float e = dot(normal, dUU);
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float f = dot(normal, dUV);
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float g = dot(normal, dVV);
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vec3 Nu = (f*F-e*G)/(E*G-F*F) * Tangent + (e*F-f*E)/(E*G-F*F) * BiTangent;
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vec3 Nv = (g*F-f*G)/(E*G-F*F) * Tangent + (f*F-g*E)/(E*G-F*F) * BiTangent;
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Nu = Nu/length(n) - n * (dot(Nu,n)/pow(dot(n,n), 1.5));
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Nv = Nv/length(n) - n * (dot(Nv,n)/pow(dot(n,n), 1.5));
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outpt.v.Nu = Nu;
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outpt.v.Nv = Nv;
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#else
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float B[4], D[4];
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vec3 BUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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DUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0));
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Univar4x4(u, B, D);
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for (int i=0; i<4; ++i) {
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for (uint j=0; j<4; ++j) {
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// reverse face front
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vec3 A = q[i + 4*j];
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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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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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int level = int(inpt[0].v.ptexInfo.z);
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BiTangent *= 3 * level;
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Tangent *= 3 * level;
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vec3 normal = normalize(cross(BiTangent, Tangent));
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#endif
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outpt.v.position = vec4(WorldPos, 1.0f);
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outpt.v.normal = normal;
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outpt.v.tangent = BiTangent;
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outpt.v.bitangent = Tangent;
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//OSD_USER_VARYING_PER_EVAL_POINT(vec2(u,v), 0, 3, 1, 2);
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OSD_USER_VARYING_PER_EVAL_POINT(vec2(u,v), 0, 15, 5, 10);
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outpt.v.patchCoord = inpt[0].v.patchCoord;
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outpt.v.patchCoord.xy = vec2(v, u);
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OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
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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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