mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2025-01-07 23:40:12 +00:00
10c687ecd5
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf). - New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code. - DirectX 11 support - and much more...
810 lines
25 KiB
GLSL
810 lines
25 KiB
GLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#extension GL_EXT_gpu_shader4 : require
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#line 2
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//----------------------------------------------------------
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// Patches.Coefficients
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//----------------------------------------------------------
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#if defined(CASE00) || defined(CASE01) || defined(CASE02) || defined(CASE10) || defined(CASE11) || defined(CASE12) || defined(CASE13) || defined(CASE21) || defined(CASE22) || defined(CASE23)
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#define TRIANGLE
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#else
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#undef TRIANGLE
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#endif
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//----------------------------------------------------------
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// Patches.TessVertex
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//----------------------------------------------------------
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#ifdef PATCH_VERTEX_SHADER
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layout (location=0) in vec4 position;
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out block {
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ControlVertex v;
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} output;
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void main() {
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output.v.position = ModelViewMatrix * position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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#if OSD_NUM_VARYINGS > 0
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for (int i = 0; i < OSD_NUM_VARYINGS; ++i)
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output.v.varyings[i] = varyings[i];
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#endif
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlTransition
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//----------------------------------------------------------
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#ifdef PATCH_TESS_CONTROL_TRANSITION_SHADER
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layout(vertices = 16) out;
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in block {
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ControlVertex v;
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} input[];
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out block {
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ControlVertex v;
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} output[];
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uniform isamplerBuffer g_patchLevelBuffer;
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OSD_DECLARE_PTEX_INDICES_BUFFER;
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#define ID gl_InvocationID
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void main()
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{
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#if defined BOUNDARY
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int i = ID/4;
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int j = ID%4;
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#if defined(CASE20) || defined(CASE21) || defined(CASE22) || defined(CASE23)
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#else
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i = 3 - i;
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#endif
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vec3 H[3];
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for (int l=0; l<3 ;l++) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; k++) {
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float c = Q[i][k];
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H[l] += c*input[l*4 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<3; k++) {
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pos += B[j][k]*H[k];
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}
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#elif defined CORNER
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int i = ID/4;
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int j = ID%4;
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vec3 H[3];
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for (int l=0; l<3; l++) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<3; k++) {
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float c = B[i][2-k];
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H[l] += c*input[l*3 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<3; k++) {
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pos += B[j][k]*H[k];
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}
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#else // not BOUNDARY, not CORNER
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int i = ID/4;
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int j = ID%4;
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vec3 H[4];
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for (int l=0; l<4; l++) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; k++) {
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float c = Q[i][k];
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H[l] += c*input[l*4 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<4; k++) {
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pos += Q[j][k]*H[k];
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}
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#endif
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output[ID].v.position = vec4(pos, 1.0);
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int patchLevel = texelFetchBuffer(g_patchLevelBuffer, gl_PrimitiveID + LevelBase).x;
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output[ID].v.patchCoord = vec4(0, 0,
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patchLevel+0.5,
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gl_PrimitiveID+LevelBase+0.5);
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OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
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if (ID == 0) {
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OSD_PATCH_CULL(16);
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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#line 1000
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// These tables map the 9, 12, or 16 input control points onto the
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// canonical 16 control points for a regular patch.
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#if defined BOUNDARY
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const int p[16] = int[]( 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 );
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#elif defined CORNER
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const int p[16] = int[]( 0, 1, 2, 2, 0, 1, 2, 2, 3, 4, 5, 5, 6, 7, 8, 8 );
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#else
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const int p[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
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#endif
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#if ROTATE == 0
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const int r[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
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#elif ROTATE == 1
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const int r[16] = int[]( 12, 8, 4, 0, 13, 9, 5, 1, 14, 10, 6, 2, 15, 11, 7, 3 );
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#elif ROTATE == 2
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const int r[16] = int[]( 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 );
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#elif ROTATE == 3
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const int r[16] = int[]( 3, 7, 11, 15, 2, 6, 10, 14, 1, 5, 9, 13, 0, 4, 8, 12 );
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#endif
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#line 2000
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// Expand and rotate control points using remapping tables above
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vec3 pv0 = input[p[r[0]]].v.position.xyz;
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vec3 pv1 = input[p[r[1]]].v.position.xyz;
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vec3 pv2 = input[p[r[2]]].v.position.xyz;
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vec3 pv3 = input[p[r[3]]].v.position.xyz;
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vec3 pv4 = input[p[r[4]]].v.position.xyz;
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vec3 pv5 = input[p[r[5]]].v.position.xyz;
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vec3 pv6 = input[p[r[6]]].v.position.xyz;
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vec3 pv7 = input[p[r[7]]].v.position.xyz;
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vec3 pv8 = input[p[r[8]]].v.position.xyz;
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vec3 pv9 = input[p[r[9]]].v.position.xyz;
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vec3 pv10 = input[p[r[10]]].v.position.xyz;
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vec3 pv11 = input[p[r[11]]].v.position.xyz;
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vec3 pv12 = input[p[r[12]]].v.position.xyz;
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vec3 pv13 = input[p[r[13]]].v.position.xyz;
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vec3 pv14 = input[p[r[14]]].v.position.xyz;
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vec3 pv15 = input[p[r[15]]].v.position.xyz;
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// Each edge of a transition patch is adjacent to one or two
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// patches at the next refined level of subdivision.
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// Compute the corresponding vertex-vertex and edge-vertex refined
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// points along the edges of the patch using Catmull-Clark subdivision
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// stencil weights.
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// For simplicity, we let the optimizer discard unused computation.
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vec3 vv0 = (pv0 + pv2 + pv8 + pv10) * 0.015625 +
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(pv1 + pv4 + pv6 + pv9) * 0.09375 + pv5 * 0.5625;
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vec3 ev01 = (pv1 + pv2 + pv9 + pv10) * 0.0625 + (pv5 + pv6) * 0.375;
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vec3 vv1 = (pv1 + pv3 + pv9 + pv11) * 0.015625 +
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(pv2 + pv5 + pv7 + pv10) * 0.09375 + pv6 * 0.5625;
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vec3 ev12 = (pv5 + pv7 + pv9 + pv11) * 0.0625 + (pv6 + pv10) * 0.375;
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vec3 vv2 = (pv5 + pv7 + pv13 + pv15) * 0.015625 +
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(pv6 + pv9 + pv11 + pv14) * 0.09375 + pv10 * 0.5625;
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vec3 ev23 = (pv5 + pv6 + pv13 + pv14) * 0.0625 + (pv9 + pv10) * 0.375;
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vec3 vv3 = (pv4 + pv6 + pv12 + pv14) * 0.015625 +
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(pv5 + pv8 + pv10 + pv13) * 0.09375 + pv9 * 0.5625;
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vec3 ev30 = (pv4 + pv6 + pv8 + pv10) * 0.0625 + (pv5 + pv9) * 0.375;
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// The vertices along boundaries and at corners are refined specially.
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#if defined BOUNDARY
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#if ROTATE == 0
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vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
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vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
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#elif ROTATE == 1
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vv1 = (pv2 + pv10) * 0.125 + pv6 * 0.75;
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vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
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#elif ROTATE == 2
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vv2 = (pv9 + pv11) * 0.125 + pv10 * 0.75;
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vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
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#elif ROTATE == 3
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vv3 = (pv5 + pv13) * 0.125 + pv9 * 0.75;
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vv0 = (pv1 + pv9) * 0.125 + pv5 * 0.75;
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#endif
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#elif defined CORNER
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#if ROTATE == 0
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vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
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vv1 = pv6;
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vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
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#elif ROTATE == 1
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vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
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vv2 = pv10;
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vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
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#elif ROTATE == 2
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vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
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vv3 = pv9;
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vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
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#elif ROTATE == 3
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vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
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vv0 = pv5;
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vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
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#endif
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#endif
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#ifdef CASE00
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gl_TessLevelOuter[0] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
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gl_TessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
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gl_TessLevelOuter[2] = TessAdaptive(pv9, pv10, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
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#endif
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#ifdef CASE01
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gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE02
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gl_TessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
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gl_TessLevelOuter[2] = TessAdaptive(pv5, pv9, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE10
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gl_TessLevelOuter[0] = TessAdaptive(pv6, pv10, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, vv1, patchLevel+1);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1]) * 0.25;
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#endif
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#ifdef CASE11
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gl_TessLevelOuter[0] = TessAdaptive(pv9, pv10, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev30, vv3, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev30, pv10, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE12
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gl_TessLevelOuter[0] = TessAdaptive(ev30, vv0, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev01, vv0, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE13
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gl_TessLevelOuter[0] = TessAdaptive(ev01, pv10, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev30, pv10, patchLevel);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE20
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gl_TessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(pv5, pv6, patchLevel);
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gl_TessLevelOuter[3] = TessAdaptive(ev12, vv1, patchLevel+1);
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gl_TessLevelInner[0] =
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max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] =
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max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#endif
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#ifdef CASE21
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gl_TessLevelOuter[0] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
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gl_TessLevelOuter[1] = TessAdaptive(ev23, vv3, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev30, vv3, patchLevel+1);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
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#endif
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#ifdef CASE22
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gl_TessLevelOuter[0] = TessAdaptive(ev12, vv2, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev23, vv2, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1]) * 0.5;
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#endif
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#ifdef CASE23
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gl_TessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
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gl_TessLevelOuter[2] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
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#endif
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#ifdef CASE30
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gl_TessLevelOuter[0] = TessAdaptive(ev30, ev12, patchLevel) * 0.5;
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gl_TessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, vv0, patchLevel+1);
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gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] =
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max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#endif
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#ifdef CASE31
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gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev12, vv1, patchLevel+1);
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
|
|
gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
#ifdef CASE32
|
|
gl_TessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
|
|
gl_TessLevelOuter[1] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(ev30, vv3, patchLevel+1);
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
#ifdef CASE33
|
|
gl_TessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
|
|
gl_TessLevelOuter[1] = TessAdaptive(ev12, vv2, patchLevel+1);
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
|
|
|
|
#ifdef CASE40
|
|
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
|
|
gl_TessLevelOuter[1] = TessAdaptive(ev01, ev23, patchLevel);
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(pv5, pv9, patchLevel);
|
|
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
#ifdef CASE41
|
|
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
|
|
gl_TessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel);
|
|
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
#else
|
|
float TessAmount = GetTessLevel(patchLevel);
|
|
|
|
#ifdef CASE00
|
|
float side = sqrt(1.25)*TessAmount;
|
|
gl_TessLevelOuter[0] = side;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount;
|
|
#endif
|
|
#ifdef CASE01
|
|
float side = sqrt(1.25)*TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE02
|
|
float side = sqrt(1.25)*TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE10
|
|
float side = sqrt(1.25) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2;
|
|
#endif
|
|
#ifdef CASE11
|
|
float side = sqrt(1.25) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2;
|
|
#endif
|
|
#ifdef CASE12
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2;
|
|
#endif
|
|
#ifdef CASE13
|
|
float side1 = sqrt(1.25) * TessAmount;
|
|
float side2 = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = side1;
|
|
gl_TessLevelOuter[1] = side1;
|
|
gl_TessLevelOuter[2] = side2;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0*1.414;
|
|
#endif
|
|
|
|
|
|
#ifdef CASE20
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = TessAmount;
|
|
gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
gl_TessLevelInner[1] = TessAmount;
|
|
#endif
|
|
#ifdef CASE21
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = side;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE22
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE23
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
|
|
|
|
#ifdef CASE30
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE31
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE32
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE33
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
|
|
|
|
#ifdef CASE40
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
gl_TessLevelOuter[3] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount;
|
|
gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE41
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
gl_TessLevelOuter[3] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount;
|
|
gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------
|
|
// Patches.TessEvalTransition
|
|
//----------------------------------------------------------
|
|
#ifdef PATCH_TESS_EVAL_TRANSITION_SHADER
|
|
|
|
#ifdef TRIANGLE
|
|
layout(triangles) in;
|
|
#else
|
|
layout(quads) in;
|
|
#endif
|
|
|
|
in block {
|
|
ControlVertex v;
|
|
} input[];
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
} output;
|
|
|
|
void main()
|
|
{
|
|
vec2 UV = vec2(0.0, 0.0);
|
|
#ifdef TRIANGLE
|
|
vec3 uvw = vec3(gl_TessCoord.x, gl_TessCoord.y, gl_TessCoord.z);
|
|
#else
|
|
vec2 uv = vec2(gl_TessCoord.x, gl_TessCoord.y);
|
|
#endif
|
|
|
|
// XXXtakahito: Tess coordinates computed below are results of heuristic hack
|
|
// to get front facing and appropriate patch uv.
|
|
// Revisit here to get more consistent code with patch factory!
|
|
|
|
/* CASE0*
|
|
+-------+
|
|
|1 /\\2 |
|
|
| / \\ |
|
|
|/ 0 \\|
|
|
+-------+
|
|
*/
|
|
|
|
#ifdef CASE00
|
|
UV.x = 1.0-uvw.z;
|
|
UV.y = 1.0-uvw.y-uvw.z/2.0;
|
|
#endif
|
|
#ifdef CASE01
|
|
UV.x = uvw.x;
|
|
UV.y = 1.0 - uvw.y/2;
|
|
#endif
|
|
#ifdef CASE02
|
|
UV.x = uvw.x;
|
|
UV.y = uvw.z/2;
|
|
#endif
|
|
|
|
/* CASE1*
|
|
+------+
|
|
|1 /\\2|
|
|
| /3_\\|
|
|
|/_- 0 |
|
|
+------+
|
|
*/
|
|
|
|
#ifdef CASE10
|
|
UV.x = uvw.z;
|
|
UV.y = 1.0-uvw.x/2.0;
|
|
#endif
|
|
#ifdef CASE11
|
|
UV.x = 1.0-uvw.x/2.0;
|
|
UV.y = uvw.y;
|
|
#endif
|
|
#ifdef CASE12
|
|
UV.x = uvw.y/2.0;
|
|
UV.y = uvw.x/2.0;
|
|
#endif
|
|
#ifdef CASE13
|
|
UV.x = 1.0-uvw.y-uvw.x/2.0;
|
|
UV.y = 1.0-uvw.x-uvw.y/2.0;
|
|
#endif
|
|
|
|
/* CASE2*
|
|
+-------+
|
|
| |\\2|
|
|
| | \\|
|
|
| 0 |3/ |
|
|
| |/ 1|
|
|
+-------+
|
|
*/
|
|
|
|
#ifdef CASE20
|
|
UV.x = 0.5 - uv.x/2.0;
|
|
UV.y = uv.y;
|
|
#endif
|
|
#ifdef CASE21
|
|
UV.x = 1.0 - 0.5 *uvw.y;
|
|
UV.y = 0.5*uvw.z;
|
|
#endif
|
|
#ifdef CASE22
|
|
UV.x = 1.0 - uvw.y/2.0;
|
|
UV.y = 1.0-uvw.x/2.0;
|
|
#endif
|
|
#ifdef CASE23
|
|
UV.x = 1.0-0.5*uvw.y-0.5*uvw.z;
|
|
UV.y = 1-uvw.y-0.5*uvw.x;
|
|
#endif
|
|
|
|
/* CASE3*
|
|
+-----+
|
|
|2 |3 |
|
|
|--+--+
|
|
|0 |1 |
|
|
+-----+
|
|
*/
|
|
|
|
#ifdef CASE30
|
|
UV.x = 0.5 - uv.x/2.0;
|
|
UV.y = uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE31
|
|
UV.x = 0.5 + uv.x/2.0;
|
|
UV.y = 0.5 - uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE32
|
|
UV.x = uv.x/2.0;
|
|
UV.y = 1.0 - uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE33
|
|
UV.x = 0.5 + uv.x/2.0;
|
|
UV.y = 1.0 - uv.y/2.0;
|
|
#endif
|
|
|
|
/* CASE4*
|
|
+-----+
|
|
| 1 |
|
|
+-----+
|
|
| 0 |
|
|
+-----+
|
|
*/
|
|
#ifdef CASE40
|
|
UV.x = uv.x;
|
|
UV.y = 0.5 - uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE41
|
|
UV.x = uv.x;
|
|
UV.y = 1.0 - uv.y/2.0;
|
|
#endif
|
|
|
|
vec3 WorldPos, Tangent, BiTangent;
|
|
vec3 cp[16];
|
|
for(int i = 0; i < 16; ++i) cp[i] = input[i].v.position.xyz;
|
|
EvalBSpline(UV, cp, WorldPos, Tangent, BiTangent);
|
|
|
|
vec3 normal = normalize(cross(BiTangent, Tangent));
|
|
|
|
output.v.position = vec4(WorldPos, 1.0f);
|
|
output.v.normal = normal;
|
|
output.v.tangent = BiTangent;
|
|
|
|
output.v.patchCoord = input[0].v.patchCoord;
|
|
|
|
#if ROTATE == 1
|
|
output.v.patchCoord.xy = vec2(UV.x, 1.0-UV.y);
|
|
#elif ROTATE == 2
|
|
output.v.patchCoord.xy = vec2(1.0-UV.y, 1.0-UV.x);
|
|
#elif ROTATE == 3
|
|
output.v.patchCoord.xy = vec2(1.0-UV.x, UV.y);
|
|
#else
|
|
output.v.patchCoord.xy = vec2(UV.y, UV.x);
|
|
#endif
|
|
|
|
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
|
|
|
|
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE);
|
|
|
|
OSD_DISPLACEMENT_CALLBACK;
|
|
|
|
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------
|
|
// Patches.Vertex
|
|
//----------------------------------------------------------
|
|
#ifdef VERTEX_SHADER
|
|
|
|
layout (location=0) in vec4 position;
|
|
layout (location=1) in vec3 normal;
|
|
layout (location=2) in vec4 color;
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
} output;
|
|
|
|
void main() {
|
|
gl_Position = ModelViewProjectionMatrix * position;
|
|
output.v.color = color;
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------
|
|
// Patches.FragmentColor
|
|
//----------------------------------------------------------
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} input;
|
|
|
|
void main() {
|
|
gl_FragColor = input.v.color;
|
|
}
|
|
#endif
|