mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 04:00:07 +00:00
2ccd70fec3
Moved shader code used for evaluation of legacy gregory patches to a separate source file along with macros which implement simple linear face-varying interpolation. These should not be used for new development, but are provided for backward compatibility.
1382 lines
45 KiB
GLSL
1382 lines
45 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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// typical shader composition ordering (see glDrawRegistry:_CompileShader)
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//
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//
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// - glsl version string (#version 430)
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//
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// - common defines (#define OSD_ENABLE_PATCH_CULL, ...)
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// - source defines (#define VERTEX_SHADER, ...)
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//
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// - osd headers (glslPatchCommon: varying structs,
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// glslPtexCommon: ptex functions)
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// - client header (Osd*Matrix(), displacement callback, ...)
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//
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// - osd shader source (glslPatchBSpline, glslPatchGregory, ...)
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// or
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// client shader source (vertex/geometry/fragment shader)
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//
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//----------------------------------------------------------
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// Patches.Common
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//----------------------------------------------------------
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// XXXdyu all handling of varying data can be managed by client code
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#ifndef OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_DECLARE
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// type var;
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#endif
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#ifndef OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE
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// layout(location = loc) in type var;
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#endif
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#ifndef OSD_USER_VARYING_PER_VERTEX
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#define OSD_USER_VARYING_PER_VERTEX()
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// output.var = var;
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#endif
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#ifndef OSD_USER_VARYING_PER_CONTROL_POINT
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#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN)
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// output[ID_OUT].var = input[ID_IN].var
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#endif
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#ifndef OSD_USER_VARYING_PER_EVAL_POINT
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#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d)
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// output.var =
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// mix(mix(input[a].var, input[b].var, UV.x),
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// mix(input[c].var, input[d].var, UV.x), UV.y)
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#endif
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// For now, fractional spacing is supported only with screen space tessellation
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#ifndef OSD_ENABLE_SCREENSPACE_TESSELLATION
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#undef OSD_FRACTIONAL_EVEN_SPACING
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#undef OSD_FRACTIONAL_ODD_SPACING
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#endif
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#if defined OSD_FRACTIONAL_EVEN_SPACING
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#define OSD_SPACING fractional_even_spacing
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#elif defined OSD_FRACTIONAL_ODD_SPACING
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#define OSD_SPACING fractional_odd_spacing
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#else
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#define OSD_SPACING equal_spacing
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#endif
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#if __VERSION__ < 420
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#define centroid
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#endif
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struct ControlVertex {
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vec4 position;
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#ifdef OSD_ENABLE_PATCH_CULL
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ivec3 clipFlag;
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#endif
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};
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// XXXdyu all downstream data can be handled by client code
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struct OutputVertex {
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vec4 position;
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vec3 normal;
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vec3 tangent;
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vec3 bitangent;
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centroid vec4 patchCoord; // u, v, faceLevel, faceId
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centroid vec2 tessCoord; // tesscoord.st
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#if defined OSD_COMPUTE_NORMAL_DERIVATIVES
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vec3 Nu;
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vec3 Nv;
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#endif
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};
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// osd shaders need following functions defined
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mat4 OsdModelViewMatrix();
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mat4 OsdProjectionMatrix();
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mat4 OsdModelViewProjectionMatrix();
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float OsdTessLevel();
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int OsdGregoryQuadOffsetBase();
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int OsdPrimitiveIdBase();
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int OsdBaseVertex();
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#ifndef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK
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#endif
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// ----------------------------------------------------------------------------
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// Patch Parameters
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// ----------------------------------------------------------------------------
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//
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// Each patch has a corresponding patchParam. This is a set of three values
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// specifying additional information about the patch:
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//
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// faceId -- topological face identifier (e.g. Ptex FaceId)
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// bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
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// sharpness -- crease sharpness for single-crease patches
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//
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// These are stored in OsdPatchParamBuffer indexed by the value returned
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// from OsdGetPatchIndex() which is a function of the current PrimitiveID
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// along with an optional client provided offset.
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//
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uniform isamplerBuffer OsdPatchParamBuffer;
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int OsdGetPatchIndex(int primitiveId)
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{
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return (primitiveId + OsdPrimitiveIdBase());
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}
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ivec3 OsdGetPatchParam(int patchIndex)
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{
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return texelFetch(OsdPatchParamBuffer, patchIndex).xyz;
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}
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int OsdGetPatchFaceId(ivec3 patchParam)
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{
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return (patchParam.x & 0xfffffff);
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}
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int OsdGetPatchFaceLevel(ivec3 patchParam)
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{
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return (1 << ((patchParam.y & 0xf) - ((patchParam.y >> 4) & 1)));
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}
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int OsdGetPatchRefinementLevel(ivec3 patchParam)
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{
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return (patchParam.y & 0xf);
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}
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int OsdGetPatchBoundaryMask(ivec3 patchParam)
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{
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return ((patchParam.y >> 7) & 0x1f);
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}
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int OsdGetPatchTransitionMask(ivec3 patchParam)
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{
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return ((patchParam.x >> 28) & 0xf);
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}
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ivec2 OsdGetPatchFaceUV(ivec3 patchParam)
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{
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int u = (patchParam.y >> 22) & 0x3ff;
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int v = (patchParam.y >> 12) & 0x3ff;
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return ivec2(u,v);
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}
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bool OsdGetPatchIsRegular(ivec3 patchParam)
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{
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return ((patchParam.y >> 5) & 0x1) != 0;
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}
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float OsdGetPatchSharpness(ivec3 patchParam)
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{
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return intBitsToFloat(patchParam.z);
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}
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float OsdGetPatchSingleCreaseSegmentParameter(ivec3 patchParam, vec2 uv)
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{
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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float s = 0;
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if ((boundaryMask & 1) != 0) {
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s = 1 - uv.y;
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} else if ((boundaryMask & 2) != 0) {
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s = uv.x;
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} else if ((boundaryMask & 4) != 0) {
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s = uv.y;
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} else if ((boundaryMask & 8) != 0) {
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s = 1 - uv.x;
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}
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return s;
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}
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ivec4 OsdGetPatchCoord(ivec3 patchParam)
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{
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int faceId = OsdGetPatchFaceId(patchParam);
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int faceLevel = OsdGetPatchFaceLevel(patchParam);
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ivec2 faceUV = OsdGetPatchFaceUV(patchParam);
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return ivec4(faceUV.x, faceUV.y, faceLevel, faceId);
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}
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vec4 OsdInterpolatePatchCoord(vec2 localUV, ivec3 patchParam)
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{
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ivec4 perPrimPatchCoord = OsdGetPatchCoord(patchParam);
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int faceId = perPrimPatchCoord.w;
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int faceLevel = perPrimPatchCoord.z;
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vec2 faceUV = vec2(perPrimPatchCoord.x, perPrimPatchCoord.y);
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vec2 uv = localUV/faceLevel + faceUV/faceLevel;
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// add 0.5 to integer values for more robust interpolation
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return vec4(uv.x, uv.y, faceLevel+0.5f, faceId+0.5f);
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}
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// ----------------------------------------------------------------------------
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// patch culling
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// ----------------------------------------------------------------------------
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#ifdef OSD_ENABLE_PATCH_CULL
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
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vec4 clipPos = OsdModelViewProjectionMatrix() * P; \
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bvec3 clip0 = lessThan(clipPos.xyz, vec3(clipPos.w)); \
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bvec3 clip1 = greaterThan(clipPos.xyz, -vec3(clipPos.w)); \
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outpt.v.clipFlag = ivec3(clip0) + 2*ivec3(clip1); \
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#define OSD_PATCH_CULL(N) \
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ivec3 clipFlag = ivec3(0); \
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for(int i = 0; i < N; ++i) { \
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clipFlag |= inpt[i].v.clipFlag; \
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} \
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if (clipFlag != ivec3(3) ) { \
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gl_TessLevelInner[0] = 0; \
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gl_TessLevelInner[1] = 0; \
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gl_TessLevelOuter[0] = 0; \
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gl_TessLevelOuter[1] = 0; \
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gl_TessLevelOuter[2] = 0; \
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gl_TessLevelOuter[3] = 0; \
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return; \
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}
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#else
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
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#define OSD_PATCH_CULL(N)
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#endif
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// ----------------------------------------------------------------------------
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void
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OsdUnivar4x4(in float u, out float B[4], out float D[4])
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{
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float t = u;
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float s = 1.0f - u;
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float A0 = s * s;
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float A1 = 2 * s * t;
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float A2 = t * t;
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B[0] = s * A0;
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B[1] = t * A0 + s * A1;
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B[2] = t * A1 + s * A2;
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B[3] = t * A2;
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D[0] = - A0;
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D[1] = A0 - A1;
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D[2] = A1 - A2;
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D[3] = A2;
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}
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void
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OsdUnivar4x4(in float u, out float B[4], out float D[4], out float C[4])
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{
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float t = u;
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float s = 1.0f - u;
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float A0 = s * s;
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float A1 = 2 * s * t;
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float A2 = t * t;
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B[0] = s * A0;
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B[1] = t * A0 + s * A1;
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B[2] = t * A1 + s * A2;
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B[3] = t * A2;
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D[0] = - A0;
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D[1] = A0 - A1;
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D[2] = A1 - A2;
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D[3] = A2;
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A0 = - s;
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A1 = s - t;
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A2 = t;
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C[0] = - A0;
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C[1] = A0 - A1;
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C[2] = A1 - A2;
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C[3] = A2;
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}
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// ----------------------------------------------------------------------------
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struct OsdPerPatchVertexBezier {
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ivec3 patchParam;
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vec3 P;
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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vec3 P1;
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vec3 P2;
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vec2 vSegments;
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#endif
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};
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vec3
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OsdEvalBezier(vec3 cp[16], vec2 uv)
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{
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vec3 BUCP[4] = vec3[4](vec3(0), vec3(0), vec3(0), vec3(0));
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float B[4], D[4];
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OsdUnivar4x4(uv.x, B, D);
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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vec3 A = cp[4*i + j];
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BUCP[i] += A * B[j];
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}
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}
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vec3 P = vec3(0);
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OsdUnivar4x4(uv.y, B, D);
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for (int k=0; k<4; ++k) {
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P += B[k] * BUCP[k];
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}
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return P;
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}
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// When OSD_PATCH_ENABLE_SINGLE_CREASE is defined,
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// this function evaluates single-crease patch, which is segmented into
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// 3 parts in the v-direction.
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//
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// v=0 vSegment.x vSegment.y v=1
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// +------------------+-------------------+------------------+
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// | cp 0 | cp 1 | cp 2 |
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// | (infinite sharp) | (floor sharpness) | (ceil sharpness) |
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// +------------------+-------------------+------------------+
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//
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vec3
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OsdEvalBezier(OsdPerPatchVertexBezier cp[16], ivec3 patchParam, vec2 uv)
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{
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vec3 BUCP[4] = vec3[4](vec3(0), vec3(0), vec3(0), vec3(0));
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float B[4], D[4];
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float s = OsdGetPatchSingleCreaseSegmentParameter(patchParam, uv);
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OsdUnivar4x4(uv.x, B, D);
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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vec2 vSegments = cp[0].vSegments;
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if (s <= vSegments.x) {
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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vec3 A = cp[4*i + j].P;
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BUCP[i] += A * B[j];
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}
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}
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} else if (s <= vSegments.y) {
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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vec3 A = cp[4*i + j].P1;
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BUCP[i] += A * B[j];
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}
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}
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} else {
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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vec3 A = cp[4*i + j].P2;
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BUCP[i] += A * B[j];
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}
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}
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}
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#else
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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vec3 A = cp[4*i + j].P;
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BUCP[i] += A * B[j];
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}
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}
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#endif
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vec3 P = vec3(0);
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OsdUnivar4x4(uv.y, B, D);
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for (int k=0; k<4; ++k) {
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P += B[k] * BUCP[k];
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}
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return P;
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}
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// ----------------------------------------------------------------------------
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// Boundary Interpolation
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// ----------------------------------------------------------------------------
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void
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OsdComputeBSplineBoundaryPoints(inout vec3 cpt[16], ivec3 patchParam)
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{
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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cpt[0] = 2*cpt[4] - cpt[8];
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cpt[1] = 2*cpt[5] - cpt[9];
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cpt[2] = 2*cpt[6] - cpt[10];
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cpt[3] = 2*cpt[7] - cpt[11];
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}
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if ((boundaryMask & 2) != 0) {
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cpt[3] = 2*cpt[2] - cpt[1];
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cpt[7] = 2*cpt[6] - cpt[5];
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cpt[11] = 2*cpt[10] - cpt[9];
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cpt[15] = 2*cpt[14] - cpt[13];
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}
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if ((boundaryMask & 4) != 0) {
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cpt[12] = 2*cpt[8] - cpt[4];
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cpt[13] = 2*cpt[9] - cpt[5];
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cpt[14] = 2*cpt[10] - cpt[6];
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cpt[15] = 2*cpt[11] - cpt[7];
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}
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if ((boundaryMask & 8) != 0) {
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cpt[0] = 2*cpt[1] - cpt[2];
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cpt[4] = 2*cpt[5] - cpt[6];
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cpt[8] = 2*cpt[9] - cpt[10];
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cpt[12] = 2*cpt[13] - cpt[14];
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}
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}
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// ----------------------------------------------------------------------------
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// Tessellation
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// ----------------------------------------------------------------------------
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//
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// Organization of B-spline and Bezier control points.
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//
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// Each patch is defined by 16 control points (labeled 0-15).
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//
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// The patch will be evaluated across the domain from (0,0) at
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// the lower-left to (1,1) at the upper-right. When computing
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// adaptive tessellation metrics, we consider refined vertex-vertex
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// and edge-vertex points along the transition edges of the patch
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// (labeled vv* and ev* respectively).
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//
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// The two segments of each transition edge are labeled Lo and Hi,
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// with the Lo segment occurring before the Hi segment along the
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// transition edge's domain parameterization. These Lo and Hi segment
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// tessellation levels determine how domain evaluation coordinates
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// are remapped along transition edges. The Hi segment value will
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// be zero for a non-transition edge.
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//
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// (0,1) (1,1)
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//
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// vv3 ev23 vv2
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// | Lo3 | Hi3 |
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// --O-----------O-----+-----O-----------O--
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// | 12 | 13 14 | 15 |
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// | | | |
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// | | | |
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// Hi0 | | | | Hi2
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// | | | |
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// O-----------O-----------O-----------O
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// | 8 | 9 10 | 11 |
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// | | | |
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// ev03 --+ | | +-- ev12
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// | | | |
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// | 4 | 5 6 | 7 |
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// O-----------O-----------O-----------O
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// | | | |
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// Lo0 | | | | Lo2
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// | | | |
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// | | | |
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// | 0 | 1 2 | 3 |
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// --O-----------O-----+-----O-----------O--
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// | Lo1 | Hi1 |
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// vv0 ev01 vv1
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//
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// (0,0) (1,0)
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//
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#define OSD_MAX_TESS_LEVEL gl_MaxTessGenLevel
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float OsdComputePostProjectionSphereExtent(vec3 center, float diameter)
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{
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vec4 p = OsdProjectionMatrix() * vec4(center, 1.0);
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return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
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}
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float OsdComputeTessLevel(vec3 p0, vec3 p1)
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{
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// Adaptive factor can be any computation that depends only on arg values.
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// Project the diameter of the edge's bounding sphere instead of using the
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// length of the projected edge itself to avoid problems near silhouettes.
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p0 = (OsdModelViewMatrix() * vec4(p0, 1.0)).xyz;
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p1 = (OsdModelViewMatrix() * vec4(p1, 1.0)).xyz;
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vec3 center = (p0 + p1) / 2.0;
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float diameter = distance(p0, p1);
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float projLength = OsdComputePostProjectionSphereExtent(center, diameter);
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float tessLevel = max(1.0, OsdTessLevel() * projLength);
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// We restrict adaptive tessellation levels to half of the device
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// supported maximum because transition edges are split into two
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// halves and the sum of the two corresponding levels must not exceed
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// the device maximum. We impose this limit even for non-transition
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// edges because a non-transition edge must be able to match up with
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// one half of the transition edge of an adjacent transition patch.
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return min(tessLevel, OSD_MAX_TESS_LEVEL / 2);
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}
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void
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OsdGetTessLevelsUniform(ivec3 patchParam,
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out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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// Uniform factors are simple powers of two for each level.
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// The maximum here can be increased if we know the maximum
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// refinement level of the mesh:
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// min(OSD_MAX_TESS_LEVEL, pow(2, MaximumRefinementLevel-1)
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int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
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float tessLevel = min(OsdTessLevel(), OSD_MAX_TESS_LEVEL) /
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pow(2, refinementLevel-1);
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// tessLevels of transition edge should be clamped to 2.
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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vec4 tessLevelMin = vec4(1) + vec4(((transitionMask & 8) >> 3),
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((transitionMask & 1) >> 0),
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((transitionMask & 2) >> 1),
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((transitionMask & 4) >> 2));
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tessOuterLo = max(vec4(tessLevel), tessLevelMin);
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tessOuterHi = vec4(0);
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}
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void
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OsdGetTessLevelsRefinedPoints(vec3 cp[16], ivec3 patchParam,
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out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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// Each edge of a transition patch is adjacent to one or two patches
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// at the next refined level of subdivision. We compute the corresponding
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// vertex-vertex and edge-vertex refined points along the edges of the
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// patch using Catmull-Clark subdivision stencil weights.
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// For simplicity, we let the optimizer discard unused computation.
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vec3 vv0 = (cp[0] + cp[2] + cp[8] + cp[10]) * 0.015625 +
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(cp[1] + cp[4] + cp[6] + cp[9]) * 0.09375 + cp[5] * 0.5625;
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vec3 ev01 = (cp[1] + cp[2] + cp[9] + cp[10]) * 0.0625 +
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(cp[5] + cp[6]) * 0.375;
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vec3 vv1 = (cp[1] + cp[3] + cp[9] + cp[11]) * 0.015625 +
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(cp[2] + cp[5] + cp[7] + cp[10]) * 0.09375 + cp[6] * 0.5625;
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vec3 ev12 = (cp[5] + cp[7] + cp[9] + cp[11]) * 0.0625 +
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(cp[6] + cp[10]) * 0.375;
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vec3 vv2 = (cp[5] + cp[7] + cp[13] + cp[15]) * 0.015625 +
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(cp[6] + cp[9] + cp[11] + cp[14]) * 0.09375 + cp[10] * 0.5625;
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vec3 ev23 = (cp[5] + cp[6] + cp[13] + cp[14]) * 0.0625 +
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(cp[9] + cp[10]) * 0.375;
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vec3 vv3 = (cp[4] + cp[6] + cp[12] + cp[14]) * 0.015625 +
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(cp[5] + cp[8] + cp[10] + cp[13]) * 0.09375 + cp[9] * 0.5625;
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vec3 ev03 = (cp[4] + cp[6] + cp[8] + cp[10]) * 0.0625 +
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(cp[5] + cp[9]) * 0.375;
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tessOuterLo = vec4(0);
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tessOuterHi = vec4(0);
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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if ((transitionMask & 8) != 0) {
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tessOuterLo[0] = OsdComputeTessLevel(vv0, ev03);
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tessOuterHi[0] = OsdComputeTessLevel(vv3, ev03);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(cp[5], cp[9]);
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}
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if ((transitionMask & 1) != 0) {
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tessOuterLo[1] = OsdComputeTessLevel(vv0, ev01);
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tessOuterHi[1] = OsdComputeTessLevel(vv1, ev01);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(cp[5], cp[6]);
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}
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if ((transitionMask & 2) != 0) {
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tessOuterLo[2] = OsdComputeTessLevel(vv1, ev12);
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tessOuterHi[2] = OsdComputeTessLevel(vv2, ev12);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(cp[6], cp[10]);
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}
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if ((transitionMask & 4) != 0) {
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tessOuterLo[3] = OsdComputeTessLevel(vv3, ev23);
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tessOuterHi[3] = OsdComputeTessLevel(vv2, ev23);
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} else {
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tessOuterLo[3] = OsdComputeTessLevel(cp[9], cp[10]);
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}
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}
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void
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OsdGetTessLevelsLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
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ivec3 patchParam, out vec4 tessOuterLo, out vec4 tessOuterHi)
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{
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// Each edge of a transition patch is adjacent to one or two patches
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// at the next refined level of subdivision. When the patch control
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// points have been converted to the Bezier basis, the control points
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// at the four corners are on the limit surface (since a Bezier patch
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// interpolates its corner control points). We can compute an adaptive
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// tessellation level for transition edges on the limit surface by
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// evaluating a limit position at the mid point of each transition edge.
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tessOuterLo = vec4(0);
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tessOuterHi = vec4(0);
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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// PERFOMANCE: we just need to pick the correct corner points from P, P1, P2
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vec3 p0 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.0));
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vec3 p3 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.0));
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vec3 p12 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 1.0));
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vec3 p15 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 1.0));
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if ((transitionMask & 8) != 0) {
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vec3 ev03 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.5));
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tessOuterLo[0] = OsdComputeTessLevel(p0, ev03);
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tessOuterHi[0] = OsdComputeTessLevel(p12, ev03);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(p0, p12);
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}
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if ((transitionMask & 1) != 0) {
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vec3 ev01 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 0.0));
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tessOuterLo[1] = OsdComputeTessLevel(p0, ev01);
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tessOuterHi[1] = OsdComputeTessLevel(p3, ev01);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(p0, p3);
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}
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if ((transitionMask & 2) != 0) {
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vec3 ev12 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.5));
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tessOuterLo[2] = OsdComputeTessLevel(p3, ev12);
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tessOuterHi[2] = OsdComputeTessLevel(p15, ev12);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(p3, p15);
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}
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if ((transitionMask & 4) != 0) {
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vec3 ev23 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 1.0));
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tessOuterLo[3] = OsdComputeTessLevel(p12, ev23);
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tessOuterHi[3] = OsdComputeTessLevel(p15, ev23);
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} else {
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tessOuterLo[3] = OsdComputeTessLevel(p12, p15);
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}
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#else
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if ((transitionMask & 8) != 0) {
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vec3 ev03 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.5));
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tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, ev03);
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tessOuterHi[0] = OsdComputeTessLevel(cpBezier[12].P, ev03);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[12].P);
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}
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if ((transitionMask & 1) != 0) {
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vec3 ev01 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 0.0));
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tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, ev01);
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tessOuterHi[1] = OsdComputeTessLevel(cpBezier[3].P, ev01);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[3].P);
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}
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if ((transitionMask & 2) != 0) {
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vec3 ev12 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.5));
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tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, ev12);
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tessOuterHi[2] = OsdComputeTessLevel(cpBezier[15].P, ev12);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, cpBezier[15].P);
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}
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if ((transitionMask & 4) != 0) {
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vec3 ev23 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 1.0));
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tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P, ev23);
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tessOuterHi[3] = OsdComputeTessLevel(cpBezier[15].P, ev23);
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} else {
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tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P, cpBezier[15].P);
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}
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#endif
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}
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// Round up to the nearest even integer
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float OsdRoundUpEven(float x) {
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return 2*ceil(x/2);
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}
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// Round up to the nearest odd integer
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float OsdRoundUpOdd(float x) {
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return 2*ceil((x+1)/2)-1;
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}
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// Compute outer and inner tessellation levels taking into account the
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// current tessellation spacing mode.
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void
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OsdComputeTessLevels(inout vec4 tessOuterLo, inout vec4 tessOuterHi,
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out vec4 tessLevelOuter, out vec2 tessLevelInner)
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{
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// Outer levels are the sum of the Lo and Hi segments where the Hi
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// segments will have lengths of zero for non-transition edges.
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#if defined OSD_FRACTIONAL_EVEN_SPACING
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// Combine fractional outer transition edge levels before rounding.
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vec4 combinedOuter = tessOuterLo + tessOuterHi;
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|
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// Round the segments of transition edges separately. We will recover the
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// fractional parameterization of transition edges after tessellation.
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tessLevelOuter = combinedOuter;
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if (tessOuterHi[0] > 0) {
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tessLevelOuter[0] =
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OsdRoundUpEven(tessOuterLo[0]) + OsdRoundUpEven(tessOuterHi[0]);
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}
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if (tessOuterHi[1] > 0) {
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tessLevelOuter[1] =
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OsdRoundUpEven(tessOuterLo[1]) + OsdRoundUpEven(tessOuterHi[1]);
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}
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if (tessOuterHi[2] > 0) {
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tessLevelOuter[2] =
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OsdRoundUpEven(tessOuterLo[2]) + OsdRoundUpEven(tessOuterHi[2]);
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}
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if (tessOuterHi[3] > 0) {
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tessLevelOuter[3] =
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OsdRoundUpEven(tessOuterLo[3]) + OsdRoundUpEven(tessOuterHi[3]);
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}
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#elif defined OSD_FRACTIONAL_ODD_SPACING
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// Combine fractional outer transition edge levels before rounding.
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vec4 combinedOuter = tessOuterLo + tessOuterHi;
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// Round the segments of transition edges separately. We will recover the
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// fractional parameterization of transition edges after tessellation.
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//
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// The sum of the two outer odd segment lengths will be an even number
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// which the tessellator will increase by +1 so that there will be a
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// total odd number of segments. We clamp the combinedOuter tess levels
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// (used to compute the inner tess levels) so that the outer transition
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// edges will be sampled without degenerate triangles.
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tessLevelOuter = combinedOuter;
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if (tessOuterHi[0] > 0) {
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tessLevelOuter[0] =
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OsdRoundUpOdd(tessOuterLo[0]) + OsdRoundUpOdd(tessOuterHi[0]);
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combinedOuter = max(vec4(3), combinedOuter);
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}
|
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if (tessOuterHi[1] > 0) {
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tessLevelOuter[1] =
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OsdRoundUpOdd(tessOuterLo[1]) + OsdRoundUpOdd(tessOuterHi[1]);
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combinedOuter = max(vec4(3), combinedOuter);
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}
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if (tessOuterHi[2] > 0) {
|
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tessLevelOuter[2] =
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OsdRoundUpOdd(tessOuterLo[2]) + OsdRoundUpOdd(tessOuterHi[2]);
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combinedOuter = max(vec4(3), combinedOuter);
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}
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if (tessOuterHi[3] > 0) {
|
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tessLevelOuter[3] =
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OsdRoundUpOdd(tessOuterLo[3]) + OsdRoundUpOdd(tessOuterHi[3]);
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combinedOuter = max(vec4(3), combinedOuter);
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}
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#else
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// Round equally spaced transition edge levels before combining.
|
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tessOuterLo = round(tessOuterLo);
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tessOuterHi = round(tessOuterHi);
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|
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vec4 combinedOuter = tessOuterLo + tessOuterHi;
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tessLevelOuter = combinedOuter;
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#endif
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// Inner levels are the averages the corresponding outer levels.
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tessLevelInner[0] = (combinedOuter[1] + combinedOuter[3]) * 0.5;
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tessLevelInner[1] = (combinedOuter[0] + combinedOuter[2]) * 0.5;
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}
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|
|
void
|
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OsdGetTessLevelsUniform(ivec3 patchParam,
|
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out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
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out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
{
|
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// uniform tessellation
|
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OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
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|
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OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
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tessLevelOuter, tessLevelInner);
|
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}
|
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|
|
void
|
|
OsdGetTessLevelsAdaptiveRefinedPoints(vec3 cpRefined[16], ivec3 patchParam,
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
{
|
|
OsdGetTessLevelsRefinedPoints(cpRefined, patchParam,
|
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tessOuterLo, tessOuterHi);
|
|
|
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OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
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tessLevelOuter, tessLevelInner);
|
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}
|
|
|
|
void
|
|
OsdGetTessLevelsAdaptiveLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
|
|
ivec3 patchParam,
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner,
|
|
out vec4 tessOuterLo, out vec4 tessOuterHi)
|
|
{
|
|
OsdGetTessLevelsLimitPoints(cpBezier, patchParam,
|
|
tessOuterLo, tessOuterHi);
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
tessLevelOuter, tessLevelInner);
|
|
}
|
|
|
|
void
|
|
OsdGetTessLevels(vec3 cp0, vec3 cp1, vec3 cp2, vec3 cp3,
|
|
ivec3 patchParam,
|
|
out vec4 tessLevelOuter, out vec2 tessLevelInner)
|
|
{
|
|
vec4 tessOuterLo = vec4(0);
|
|
vec4 tessOuterHi = vec4(0);
|
|
|
|
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
|
|
tessOuterLo[0] = OsdComputeTessLevel(cp0, cp1);
|
|
tessOuterLo[1] = OsdComputeTessLevel(cp0, cp3);
|
|
tessOuterLo[2] = OsdComputeTessLevel(cp2, cp3);
|
|
tessOuterLo[3] = OsdComputeTessLevel(cp1, cp2);
|
|
tessOuterHi = vec4(0);
|
|
#else
|
|
OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
|
|
#endif
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
tessLevelOuter, tessLevelInner);
|
|
}
|
|
|
|
#if defined OSD_FRACTIONAL_EVEN_SPACING || defined OSD_FRACTIONAL_ODD_SPACING
|
|
float
|
|
OsdGetTessFractionalSplit(float t, float level, float levelUp)
|
|
{
|
|
// Fractional tessellation of an edge will produce n segments where n
|
|
// is the tessellation level of the edge (level) rounded up to the
|
|
// nearest even or odd integer (levelUp). There will be n-2 segments of
|
|
// equal length (dx1) and two additional segments of equal length (dx0)
|
|
// that are typically shorter than the other segments. The two additional
|
|
// segments should be placed symmetrically on opposite sides of the
|
|
// edge (offset).
|
|
|
|
#if defined OSD_FRACTIONAL_EVEN_SPACING
|
|
if (level <= 2) return t;
|
|
|
|
float base = pow(2.0,floor(log2(levelUp)));
|
|
float offset = 1.0/(int(2*base-levelUp)/2 & int(base/2-1));
|
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|
|
#elif defined OSD_FRACTIONAL_ODD_SPACING
|
|
if (level <= 1) return t;
|
|
|
|
float base = pow(2.0,floor(log2(levelUp)));
|
|
float offset = 1.0/(((int(2*base-levelUp)/2+1) & int(base/2-1))+1);
|
|
#endif
|
|
|
|
float dx0 = (1.0 - (levelUp-level)/2) / levelUp;
|
|
float dx1 = (1.0 - 2.0*dx0) / (levelUp - 2.0*ceil(dx0));
|
|
|
|
if (t < 0.5) {
|
|
float x = levelUp/2 - round(t*levelUp);
|
|
return 0.5 - (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
|
|
} else if (t > 0.5) {
|
|
float x = round(t*levelUp) - levelUp/2;
|
|
return 0.5 + (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
|
|
} else {
|
|
return t;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
float
|
|
OsdGetTessTransitionSplit(float t, float lo, float hi)
|
|
{
|
|
#if defined OSD_FRACTIONAL_EVEN_SPACING
|
|
float loRoundUp = OsdRoundUpEven(lo);
|
|
float hiRoundUp = OsdRoundUpEven(hi);
|
|
|
|
// Convert the parametric t into a segment index along the combined edge.
|
|
float ti = round(t * (loRoundUp + hiRoundUp));
|
|
|
|
if (ti <= loRoundUp) {
|
|
float t0 = ti / loRoundUp;
|
|
return OsdGetTessFractionalSplit(t0, lo, loRoundUp) * 0.5;
|
|
} else {
|
|
float t1 = (ti - loRoundUp) / hiRoundUp;
|
|
return OsdGetTessFractionalSplit(t1, hi, hiRoundUp) * 0.5 + 0.5;
|
|
}
|
|
#elif defined OSD_FRACTIONAL_ODD_SPACING
|
|
float loRoundUp = OsdRoundUpOdd(lo);
|
|
float hiRoundUp = OsdRoundUpOdd(hi);
|
|
|
|
// Convert the parametric t into a segment index along the combined edge.
|
|
// The +1 below is to account for the extra segment produced by the
|
|
// tessellator since the sum of two odd tess levels will be rounded
|
|
// up by one to the next odd integer tess level.
|
|
float ti = round(t * (loRoundUp + hiRoundUp + 1));
|
|
|
|
if (ti <= loRoundUp) {
|
|
float t0 = ti / loRoundUp;
|
|
return OsdGetTessFractionalSplit(t0, lo, loRoundUp) * 0.5;
|
|
} else if (ti > (loRoundUp+1)) {
|
|
float t1 = (ti - (loRoundUp+1)) / hiRoundUp;
|
|
return OsdGetTessFractionalSplit(t1, hi, hiRoundUp) * 0.5 + 0.5;
|
|
} else {
|
|
return 0.5;
|
|
}
|
|
#else
|
|
// Convert the parametric t into a segment index along the combined edge.
|
|
float ti = round(t * (lo + hi));
|
|
|
|
if (ti <= lo) {
|
|
return (ti / lo) * 0.5;
|
|
} else {
|
|
return ((ti - lo) / hi) * 0.5 + 0.5;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
vec2
|
|
OsdGetTessParameterization(vec2 uv, vec4 tessOuterLo, vec4 tessOuterHi)
|
|
{
|
|
vec2 UV = uv;
|
|
if (UV.x == 0 && tessOuterHi[0] > 0) {
|
|
UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[0], tessOuterHi[0]);
|
|
} else
|
|
if (UV.y == 0 && tessOuterHi[1] > 0) {
|
|
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[1], tessOuterHi[1]);
|
|
} else
|
|
if (UV.x == 1 && tessOuterHi[2] > 0) {
|
|
UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[2], tessOuterHi[2]);
|
|
} else
|
|
if (UV.y == 1 && tessOuterHi[3] > 0) {
|
|
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[3], tessOuterHi[3]);
|
|
}
|
|
return UV;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// BSpline
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// compute single-crease patch matrix
|
|
mat4
|
|
OsdComputeMs(float sharpness)
|
|
{
|
|
float s = pow(2.0f, sharpness);
|
|
float s2 = s*s;
|
|
float s3 = s2*s;
|
|
|
|
mat4 m = mat4(
|
|
0, s + 1 + 3*s2 - s3, 7*s - 2 - 6*s2 + 2*s3, (1-s)*(s-1)*(s-1),
|
|
0, (1+s)*(1+s), 6*s - 2 - 2*s2, (s-1)*(s-1),
|
|
0, 1+s, 6*s - 2, 1-s,
|
|
0, 1, 6*s - 2, 1);
|
|
|
|
m /= (s*6.0);
|
|
m[0][0] = 1.0/6.0;
|
|
|
|
return m;
|
|
}
|
|
|
|
// flip matrix orientation
|
|
mat4
|
|
OsdFlipMatrix(mat4 m)
|
|
{
|
|
return mat4(m[3][3], m[3][2], m[3][1], m[3][0],
|
|
m[2][3], m[2][2], m[2][1], m[2][0],
|
|
m[1][3], m[1][2], m[1][1], m[1][0],
|
|
m[0][3], m[0][2], m[0][1], m[0][0]);
|
|
}
|
|
|
|
// Regular BSpline to Bezier
|
|
uniform mat4 Q = mat4(
|
|
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
|
|
0.f, 4.f/6.f, 2.f/6.f, 0.f,
|
|
0.f, 2.f/6.f, 4.f/6.f, 0.f,
|
|
0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
|
|
);
|
|
|
|
// Infinitely Sharp (boundary)
|
|
uniform mat4 Mi = mat4(
|
|
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
|
|
0.f, 4.f/6.f, 2.f/6.f, 0.f,
|
|
0.f, 2.f/6.f, 4.f/6.f, 0.f,
|
|
0.f, 0.f, 1.f, 0.f
|
|
);
|
|
|
|
// convert BSpline cv to Bezier cv
|
|
void
|
|
OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
|
|
out OsdPerPatchVertexBezier result)
|
|
{
|
|
result.patchParam = patchParam;
|
|
|
|
int i = ID%4;
|
|
int j = ID/4;
|
|
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
|
|
vec3 P = vec3(0); // 0 to 1-2^(-Sf)
|
|
vec3 P1 = vec3(0); // 1-2^(-Sf) to 1-2^(-Sc)
|
|
vec3 P2 = vec3(0); // 1-2^(-Sc) to 1
|
|
|
|
float sharpness = OsdGetPatchSharpness(patchParam);
|
|
if (sharpness > 0) {
|
|
float Sf = floor(sharpness);
|
|
float Sc = ceil(sharpness);
|
|
float Sr = fract(sharpness);
|
|
mat4 Mf = OsdComputeMs(Sf);
|
|
mat4 Mc = OsdComputeMs(Sc);
|
|
mat4 Mj = (1-Sr) * Mf + Sr * Mi;
|
|
mat4 Ms = (1-Sr) * Mf + Sr * Mc;
|
|
float s0 = 1 - pow(2, -floor(sharpness));
|
|
float s1 = 1 - pow(2, -ceil(sharpness));
|
|
result.vSegments = vec2(s0, s1);
|
|
|
|
mat4 MUi = Q, MUj = Q, MUs = Q;
|
|
mat4 MVi = Q, MVj = Q, MVs = Q;
|
|
|
|
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
|
|
if ((boundaryMask & 1) != 0) {
|
|
MVi = OsdFlipMatrix(Mi);
|
|
MVj = OsdFlipMatrix(Mj);
|
|
MVs = OsdFlipMatrix(Ms);
|
|
}
|
|
if ((boundaryMask & 2) != 0) {
|
|
MUi = Mi;
|
|
MUj = Mj;
|
|
MUs = Ms;
|
|
}
|
|
if ((boundaryMask & 4) != 0) {
|
|
MVi = Mi;
|
|
MVj = Mj;
|
|
MVs = Ms;
|
|
}
|
|
if ((boundaryMask & 8) != 0) {
|
|
MUi = OsdFlipMatrix(Mi);
|
|
MUj = OsdFlipMatrix(Mj);
|
|
MUs = OsdFlipMatrix(Ms);
|
|
}
|
|
|
|
vec3 Hi[4], Hj[4], Hs[4];
|
|
for (int l=0; l<4; ++l) {
|
|
Hi[l] = Hj[l] = Hs[l] = vec3(0);
|
|
for (int k=0; k<4; ++k) {
|
|
Hi[l] += MUi[i][k] * cv[l*4 + k];
|
|
Hj[l] += MUj[i][k] * cv[l*4 + k];
|
|
Hs[l] += MUs[i][k] * cv[l*4 + k];
|
|
}
|
|
}
|
|
for (int k=0; k<4; ++k) {
|
|
P += MVi[j][k]*Hi[k];
|
|
P1 += MVj[j][k]*Hj[k];
|
|
P2 += MVs[j][k]*Hs[k];
|
|
}
|
|
|
|
result.P = P;
|
|
result.P1 = P1;
|
|
result.P2 = P2;
|
|
} else {
|
|
result.vSegments = vec2(0);
|
|
|
|
OsdComputeBSplineBoundaryPoints(cv, patchParam);
|
|
|
|
vec3 Hi[4];
|
|
for (int l=0; l<4; ++l) {
|
|
Hi[l] = vec3(0);
|
|
for (int k=0; k<4; ++k) {
|
|
Hi[l] += Q[i][k] * cv[l*4 + k];
|
|
}
|
|
}
|
|
for (int k=0; k<4; ++k) {
|
|
P += Q[j][k]*Hi[k];
|
|
}
|
|
|
|
result.P = P;
|
|
result.P1 = P;
|
|
result.P2 = P;
|
|
}
|
|
#else
|
|
OsdComputeBSplineBoundaryPoints(cv, patchParam);
|
|
|
|
vec3 H[4];
|
|
for (int l=0; l<4; ++l) {
|
|
H[l] = vec3(0);
|
|
for (int k=0; k<4; ++k) {
|
|
H[l] += Q[i][k] * cv[l*4 + k];
|
|
}
|
|
}
|
|
{
|
|
result.P = vec3(0);
|
|
for (int k=0; k<4; ++k) {
|
|
result.P += Q[j][k]*H[k];
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
OsdEvalPatchBezier(ivec3 patchParam, vec2 UV,
|
|
OsdPerPatchVertexBezier cv[16],
|
|
out vec3 P, out vec3 dPu, out vec3 dPv,
|
|
out vec3 N, out vec3 dNu, out vec3 dNv)
|
|
{
|
|
//
|
|
// Use the recursive nature of the basis functions to compute a 2x2 set
|
|
// of intermediate points (via repeated linear interpolation). These
|
|
// points define a bilinear surface tangent to the desired surface at P
|
|
// and so containing dPu and dPv. The cost of computing P, dPu and dPv
|
|
// this way is comparable to that of typical tensor product evaluation
|
|
// (if not faster).
|
|
//
|
|
// If N = dPu X dPv degenerates, it often results from an edge of the
|
|
// 2x2 bilinear hull collapsing or two adjacent edges colinear. In both
|
|
// cases, the expected non-planar quad degenerates into a triangle, and
|
|
// the tangent plane of that triangle provides the desired normal N.
|
|
//
|
|
|
|
// Reduce 4x4 points to 2x4 -- two levels of linear interpolation in U
|
|
// and so 3 original rows contributing to each of the 2 resulting rows:
|
|
float u = UV.x;
|
|
float uinv = 1.0f - u;
|
|
|
|
float u0 = uinv * uinv;
|
|
float u1 = u * uinv * 2.0f;
|
|
float u2 = u * u;
|
|
|
|
vec3 LROW[4], RROW[4];
|
|
#ifndef OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
LROW[0] = u0 * cv[ 0].P + u1 * cv[ 1].P + u2 * cv[ 2].P;
|
|
LROW[1] = u0 * cv[ 4].P + u1 * cv[ 5].P + u2 * cv[ 6].P;
|
|
LROW[2] = u0 * cv[ 8].P + u1 * cv[ 9].P + u2 * cv[10].P;
|
|
LROW[3] = u0 * cv[12].P + u1 * cv[13].P + u2 * cv[14].P;
|
|
|
|
RROW[0] = u0 * cv[ 1].P + u1 * cv[ 2].P + u2 * cv[ 3].P;
|
|
RROW[1] = u0 * cv[ 5].P + u1 * cv[ 6].P + u2 * cv[ 7].P;
|
|
RROW[2] = u0 * cv[ 9].P + u1 * cv[10].P + u2 * cv[11].P;
|
|
RROW[3] = u0 * cv[13].P + u1 * cv[14].P + u2 * cv[15].P;
|
|
#else
|
|
vec2 vSegments = cv[0].vSegments;
|
|
float s = OsdGetPatchSingleCreaseSegmentParameter(patchParam, UV);
|
|
|
|
for (int i = 0; i < 4; ++i) {
|
|
int j = i*4;
|
|
if (s <= vSegments.x) {
|
|
LROW[i] = u0 * cv[ j ].P + u1 * cv[j+1].P + u2 * cv[j+2].P;
|
|
RROW[i] = u0 * cv[j+1].P + u1 * cv[j+2].P + u2 * cv[j+3].P;
|
|
} else if (s <= vSegments.y) {
|
|
LROW[i] = u0 * cv[ j ].P1 + u1 * cv[j+1].P1 + u2 * cv[j+2].P1;
|
|
RROW[i] = u0 * cv[j+1].P1 + u1 * cv[j+2].P1 + u2 * cv[j+3].P1;
|
|
} else {
|
|
LROW[i] = u0 * cv[ j ].P2 + u1 * cv[j+1].P2 + u2 * cv[j+2].P2;
|
|
RROW[i] = u0 * cv[j+1].P2 + u1 * cv[j+2].P2 + u2 * cv[j+3].P2;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Reduce 2x4 points to 2x2 -- two levels of linear interpolation in V
|
|
// and so 3 original pairs contributing to each of the 2 resulting:
|
|
float v = UV.y;
|
|
float vinv = 1.0f - v;
|
|
|
|
float v0 = vinv * vinv;
|
|
float v1 = v * vinv * 2.0f;
|
|
float v2 = v * v;
|
|
|
|
vec3 LPAIR[2], RPAIR[2];
|
|
LPAIR[0] = v0 * LROW[0] + v1 * LROW[1] + v2 * LROW[2];
|
|
RPAIR[0] = v0 * RROW[0] + v1 * RROW[1] + v2 * RROW[2];
|
|
|
|
LPAIR[1] = v0 * LROW[1] + v1 * LROW[2] + v2 * LROW[3];
|
|
RPAIR[1] = v0 * RROW[1] + v1 * RROW[2] + v2 * RROW[3];
|
|
|
|
// Interpolate points on the edges of the 2x2 bilinear hull from which
|
|
// both position and partials are trivially determined:
|
|
vec3 DU0 = vinv * LPAIR[0] + v * LPAIR[1];
|
|
vec3 DU1 = vinv * RPAIR[0] + v * RPAIR[1];
|
|
vec3 DV0 = uinv * LPAIR[0] + u * RPAIR[0];
|
|
vec3 DV1 = uinv * LPAIR[1] + u * RPAIR[1];
|
|
|
|
int level = OsdGetPatchFaceLevel(patchParam);
|
|
dPu = (DU1 - DU0) * 3 * level;
|
|
dPv = (DV1 - DV0) * 3 * level;
|
|
|
|
P = u * DU1 + uinv * DU0;
|
|
|
|
// Compute the normal and test for degeneracy:
|
|
//
|
|
// We need a geometric measure of the size of the patch for a suitable
|
|
// tolerance. Magnitudes of the partials are generally proportional to
|
|
// that size -- the sum of the partials is readily available, cheap to
|
|
// compute, and has proved effective in most cases (though not perfect).
|
|
// The size of the bounding box of the patch, or some approximation to
|
|
// it, would be better but more costly to compute.
|
|
//
|
|
float proportionalNormalTolerance = 0.00001f;
|
|
|
|
float nEpsilon = (length(dPu) + length(dPv)) * proportionalNormalTolerance;
|
|
|
|
N = cross(dPu, dPv);
|
|
|
|
float nLength = length(N);
|
|
if (nLength > nEpsilon) {
|
|
N = N / nLength;
|
|
} else {
|
|
vec3 diagCross = cross(RPAIR[1] - LPAIR[0], LPAIR[1] - RPAIR[0]);
|
|
float diagCrossLength = length(diagCross);
|
|
if (diagCrossLength > nEpsilon) {
|
|
N = diagCross / diagCrossLength;
|
|
}
|
|
}
|
|
|
|
#ifndef OSD_COMPUTE_NORMAL_DERIVATIVES
|
|
dNu = vec3(0);
|
|
dNv = vec3(0);
|
|
#else
|
|
//
|
|
// Compute 2nd order partials of P(u,v) in order to compute 1st order partials
|
|
// for the un-normalized n(u,v) = dPu X dPv, then project into the tangent
|
|
// plane of normalized N. With resulting dNu and dNv we can make another
|
|
// attempt to resolve a still-degenerate normal.
|
|
//
|
|
// We don't use the Weingarten equations here as they require N != 0 and also
|
|
// are a little less numerically stable/accurate in single precision.
|
|
//
|
|
float B0u[4], B1u[4], B2u[4];
|
|
float B0v[4], B1v[4], B2v[4];
|
|
|
|
OsdUnivar4x4(UV.x, B0u, B1u, B2u);
|
|
OsdUnivar4x4(UV.y, B0v, B1v, B2v);
|
|
|
|
vec3 dUU = vec3(0);
|
|
vec3 dVV = vec3(0);
|
|
vec3 dUV = vec3(0);
|
|
|
|
for (int i=0; i<4; ++i) {
|
|
for (int j=0; j<4; ++j) {
|
|
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
int k = 4*i + j;
|
|
vec3 CV = (s <= vSegments.x) ? cv[k].P
|
|
: ((s <= vSegments.y) ? cv[k].P1
|
|
: cv[k].P2);
|
|
#else
|
|
vec3 CV = cv[4*i + j].P;
|
|
#endif
|
|
dUU += (B0v[i] * B2u[j]) * CV;
|
|
dVV += (B2v[i] * B0u[j]) * CV;
|
|
dUV += (B1v[i] * B1u[j]) * CV;
|
|
}
|
|
}
|
|
|
|
dUU *= 6 * level;
|
|
dVV *= 6 * level;
|
|
dUV *= 9 * level;
|
|
|
|
dNu = cross(dUU, dPv) + cross(dPu, dUV);
|
|
dNv = cross(dUV, dPv) + cross(dPu, dVV);
|
|
|
|
float nLengthInv = 1.0;
|
|
if (nLength > nEpsilon) {
|
|
nLengthInv = 1.0 / nLength;
|
|
} else {
|
|
// N may have been resolved above if degenerate, but if N was resolved
|
|
// we don't have an accurate length for its un-normalized value, and that
|
|
// length is needed to project the un-normalized dNu and dNv into the
|
|
// tangent plane of N.
|
|
//
|
|
// So compute N more accurately with available second derivatives, i.e.
|
|
// with a 1st order Taylor approximation to un-normalized N(u,v).
|
|
|
|
float DU = (UV.x == 1.0f) ? -1.0f : 1.0f;
|
|
float DV = (UV.y == 1.0f) ? -1.0f : 1.0f;
|
|
|
|
N = DU * dNu + DV * dNv;
|
|
|
|
nLength = length(N);
|
|
if (nLength > nEpsilon) {
|
|
nLengthInv = 1.0f / nLength;
|
|
N = N * nLengthInv;
|
|
}
|
|
}
|
|
|
|
// Project derivatives of non-unit normals into tangent plane of N:
|
|
dNu = (dNu - dot(dNu,N) * N) * nLengthInv;
|
|
dNv = (dNv - dot(dNv,N) * N) * nLengthInv;
|
|
#endif
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Gregory Basis
|
|
// ----------------------------------------------------------------------------
|
|
|
|
struct OsdPerPatchVertexGregoryBasis {
|
|
ivec3 patchParam;
|
|
vec3 P;
|
|
};
|
|
|
|
void
|
|
OsdComputePerPatchVertexGregoryBasis(ivec3 patchParam, int ID, vec3 cv,
|
|
out OsdPerPatchVertexGregoryBasis result)
|
|
{
|
|
result.patchParam = patchParam;
|
|
result.P = cv;
|
|
}
|
|
|
|
void
|
|
OsdEvalPatchGregory(ivec3 patchParam, vec2 UV, vec3 cv[20],
|
|
out vec3 P, out vec3 dPu, out vec3 dPv,
|
|
out vec3 N, out vec3 dNu, out vec3 dNv)
|
|
{
|
|
float u = UV.x, v = UV.y;
|
|
float U = 1-u, V = 1-v;
|
|
|
|
//(0,1) (1,1)
|
|
// P3 e3- e2+ P2
|
|
// 15------17-------11-------10
|
|
// | | | |
|
|
// | | | |
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// | | f3- | f2+ |
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// | 19 13 |
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// e3+ 16-----18 14-----12 e2-
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// | f3+ f2- |
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// | |
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// | |
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// | f0- f1+ |
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// e0- 2------4 8------6 e1+
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// | 3 f0+ 9 |
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// | | | f1- |
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// | | | |
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// | | | |
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// 0--------1--------7--------5
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// P0 e0+ e1- P1
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//(0,0) (1,0)
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float d11 = u+v;
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float d12 = U+v;
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float d21 = u+V;
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float d22 = U+V;
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OsdPerPatchVertexBezier bezcv[16];
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bezcv[ 5].P = (d11 == 0.0) ? cv[3] : (u*cv[3] + v*cv[4])/d11;
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bezcv[ 6].P = (d12 == 0.0) ? cv[8] : (U*cv[9] + v*cv[8])/d12;
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bezcv[ 9].P = (d21 == 0.0) ? cv[18] : (u*cv[19] + V*cv[18])/d21;
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bezcv[10].P = (d22 == 0.0) ? cv[13] : (U*cv[13] + V*cv[14])/d22;
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bezcv[ 0].P = cv[0];
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bezcv[ 1].P = cv[1];
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bezcv[ 2].P = cv[7];
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bezcv[ 3].P = cv[5];
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bezcv[ 4].P = cv[2];
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bezcv[ 7].P = cv[6];
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bezcv[ 8].P = cv[16];
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bezcv[11].P = cv[12];
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bezcv[12].P = cv[15];
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bezcv[13].P = cv[17];
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bezcv[14].P = cv[11];
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bezcv[15].P = cv[10];
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OsdEvalPatchBezier(patchParam, UV, bezcv, P, dPu, dPv, N, dNu, dNv);
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}
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