OpenSubdiv/opensubdiv/osd/glslPatchGregory.glsl
David G Yu 67cc2a3810 Irregular patch shader transition edges
Updated the Gregory patch tessellation shaders to account for
transition edges.

Changed the implementation of OsdGetTessParameterizationTriangle()
to take the input parametric location as a 3-component value. This
allows the edge parameterization to be more numerically robust and
consistent.

Also, corrected some minor discrepancies between the various
tessellation shader configurations.
2019-06-03 15:34:40 -07:00

206 lines
6.0 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.VertexGregory
//----------------------------------------------------------
#ifdef OSD_PATCH_VERTEX_GREGORY_SHADER
layout (location=0) in vec4 position;
OSD_USER_VARYING_ATTRIBUTE_DECLARE
out block {
OsdPerVertexGregory v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
OsdComputePerVertexGregory(gl_VertexID, position.xyz, outpt.v);
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
OSD_USER_VARYING_PER_VERTEX();
}
#endif
//----------------------------------------------------------
// Patches.TessControlGregory
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_SHADER
patch out vec4 tessOuterLo, tessOuterHi;
in block {
OsdPerVertexGregory v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OsdPerPatchVertexGregory v;
OSD_USER_VARYING_DECLARE
} outpt[4];
layout(vertices = 4) out;
void main()
{
OsdPerVertexGregory cv[4];
for (int i=0; i<4; ++i) {
cv[i] = inpt[i].v;
}
ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
OsdComputePerPatchVertexGregory(patchParam, gl_InvocationID, gl_PrimitiveID, 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(4);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
// Gather bezier control points to compute limit surface tess levels
OsdPerPatchVertexBezier bezcv[16];
bezcv[ 0].P = outpt[0].v.P;
bezcv[ 1].P = outpt[0].v.Ep;
bezcv[ 2].P = outpt[1].v.Em;
bezcv[ 3].P = outpt[1].v.P;
bezcv[ 4].P = outpt[0].v.Em;
bezcv[ 5].P = outpt[0].v.Fp;
bezcv[ 6].P = outpt[1].v.Fm;
bezcv[ 7].P = outpt[1].v.Ep;
bezcv[ 8].P = outpt[3].v.Ep;
bezcv[ 9].P = outpt[3].v.Fm;
bezcv[10].P = outpt[2].v.Fp;
bezcv[11].P = outpt[2].v.Em;
bezcv[12].P = outpt[3].v.P;
bezcv[13].P = outpt[3].v.Em;
bezcv[14].P = outpt[2].v.Ep;
bezcv[15].P = outpt[2].v.P;
OsdEvalPatchBezierTessLevels(bezcv, 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.TessEvalGregory
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_EVAL_GREGORY_SHADER
layout(quads) in;
layout(OSD_SPACING) in;
patch in vec4 tessOuterLo, tessOuterHi;
in block {
OsdPerPatchVertexGregory v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OutputVertex v;
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);
vec3 cv[20];
cv[0] = inpt[0].v.P;
cv[1] = inpt[0].v.Ep;
cv[2] = inpt[0].v.Em;
cv[3] = inpt[0].v.Fp;
cv[4] = inpt[0].v.Fm;
cv[5] = inpt[1].v.P;
cv[6] = inpt[1].v.Ep;
cv[7] = inpt[1].v.Em;
cv[8] = inpt[1].v.Fp;
cv[9] = inpt[1].v.Fm;
cv[10] = inpt[2].v.P;
cv[11] = inpt[2].v.Ep;
cv[12] = inpt[2].v.Em;
cv[13] = inpt[2].v.Fp;
cv[14] = inpt[2].v.Fm;
cv[15] = inpt[3].v.P;
cv[16] = inpt[3].v.Ep;
cv[17] = inpt[3].v.Em;
cv[18] = inpt[3].v.Fp;
cv[19] = inpt[3].v.Fm;
vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy,
tessOuterLo,
tessOuterHi);
ivec3 patchParam = inpt[0].v.patchParam;
OsdEvalPatchGregory(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
outpt.v.tessCoord = UV;
outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, patchParam);
OSD_USER_VARYING_PER_EVAL_POINT(UV, 0, 1, 3, 2);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = OsdProjectionMatrix() * outpt.v.position;
}
#endif