OpenSubdiv/opensubdiv/osd/glslPatchBSpline.glsl
barry e8fdec9f88 Made use of newer GLSL adaptive tess functions in patch shaders:
- replaced use of "LimitPoints" functions in all patch shaders
    - removed the unreleased "LimitPointsTriangle" functions
    - added internal tess functions for processing patch boundaries
    - updated Bezier quad and tri tess evaluation to use boundary functions
2019-01-30 10:25:04 -08:00

198 lines
5.8 KiB
GLSL

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
//----------------------------------------------------------
// Patches.VertexBSpline
//----------------------------------------------------------
#ifdef OSD_PATCH_VERTEX_BSPLINE_SHADER
layout(location = 0) in vec4 position;
OSD_USER_VARYING_ATTRIBUTE_DECLARE
out block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
outpt.v.position = position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
OSD_USER_VARYING_PER_VERTEX();
}
#endif
//----------------------------------------------------------
// Patches.TessControlBSpline
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER
patch out vec4 tessOuterLo, tessOuterHi;
in block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OsdPerPatchVertexBezier v;
OSD_USER_VARYING_DECLARE
} outpt[16];
layout(vertices = 16) out;
void main()
{
vec3 cv[16];
for (int i=0; i<16; ++i) {
cv[i] = inpt[i].v.position.xyz;
}
ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
OsdComputePerPatchVertexBSpline(patchParam, gl_InvocationID, cv, outpt[gl_InvocationID].v);
OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
// Wait for all basis conversion to be finished
barrier();
#endif
if (gl_InvocationID == 0) {
vec4 tessLevelOuter = vec4(0);
vec2 tessLevelInner = vec2(0);
OSD_PATCH_CULL(16);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
// Gather bezier control points to compute limit surface tess levels
OsdPerPatchVertexBezier cpBezier[16];
#if 0
// XXX: this doesn't work on nvidia driver 34x.
for (int i=0; i<16; ++i) {
cpBezier[i] = outpt[i].v;
}
#else
cpBezier[0] = outpt[0].v;
cpBezier[1] = outpt[1].v;
cpBezier[2] = outpt[2].v;
cpBezier[3] = outpt[3].v;
cpBezier[4] = outpt[4].v;
cpBezier[5] = outpt[5].v;
cpBezier[6] = outpt[6].v;
cpBezier[7] = outpt[7].v;
cpBezier[8] = outpt[8].v;
cpBezier[9] = outpt[9].v;
cpBezier[10] = outpt[10].v;
cpBezier[11] = outpt[11].v;
cpBezier[12] = outpt[12].v;
cpBezier[13] = outpt[13].v;
cpBezier[14] = outpt[14].v;
cpBezier[15] = outpt[15].v;
#endif
OsdEvalPatchBezierTessLevels(cpBezier, patchParam,
tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#else
OsdGetTessLevelsUniform(patchParam, tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#endif
gl_TessLevelOuter[0] = tessLevelOuter[0];
gl_TessLevelOuter[1] = tessLevelOuter[1];
gl_TessLevelOuter[2] = tessLevelOuter[2];
gl_TessLevelOuter[3] = tessLevelOuter[3];
gl_TessLevelInner[0] = tessLevelInner[0];
gl_TessLevelInner[1] = tessLevelInner[1];
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalBSpline
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER
layout(quads) in;
layout(OSD_SPACING) in;
patch in vec4 tessOuterLo, tessOuterHi;
in block {
OsdPerPatchVertexBezier v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OutputVertex v;
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
vec2 vSegments;
#endif
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
OsdPerPatchVertexBezier cv[16];
for (int i = 0; i < 16; ++i) {
cv[i] = inpt[i].v;
}
vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy,
tessOuterLo,
tessOuterHi);
ivec3 patchParam = inpt[0].v.patchParam;
OsdEvalPatchBezier(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
// all code below here is client code
outpt.v.position = OsdModelViewMatrix() * vec4(P, 1.0f);
outpt.v.normal = (OsdModelViewMatrix() * vec4(N, 0.0f)).xyz;
outpt.v.tangent = (OsdModelViewMatrix() * vec4(dPu, 0.0f)).xyz;
outpt.v.bitangent = (OsdModelViewMatrix() * vec4(dPv, 0.0f)).xyz;
#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
outpt.v.Nu = dNu;
outpt.v.Nv = dNv;
#endif
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
outpt.vSegments = cv[0].vSegments;
#endif
outpt.v.tessCoord = UV;
outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, patchParam);
OSD_USER_VARYING_PER_EVAL_POINT(UV, 5, 6, 9, 10);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = OsdProjectionMatrix() * outpt.v.position;
}
#endif