OpenSubdiv/opensubdiv/osd/glslPatchGregory.glsl
manuelk 3ae50d1c50 Amending Apache license language & file headers.
New text:

     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.
2013-09-26 12:04:57 -07:00

668 lines
23 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.Coefficients
//----------------------------------------------------------
#if OSD_MAX_VALENCE<=10
uniform float ef[7] = float[](
0.813008, 0.500000, 0.363636, 0.287505,
0.238692, 0.204549, 0.179211
);
#else
uniform float ef[27] = float[](
0.812816, 0.500000, 0.363644, 0.287514,
0.238688, 0.204544, 0.179229, 0.159657,
0.144042, 0.131276, 0.120632, 0.111614,
0.103872, 0.09715, 0.0912559, 0.0860444,
0.0814022, 0.0772401, 0.0734867, 0.0700842,
0.0669851, 0.0641504, 0.0615475, 0.0591488,
0.0569311, 0.0548745, 0.0529621
);
#endif
float csf(uint n, uint j)
{
if (j%2 == 0) {
return cos((2.0f * M_PI * float(float(j-0)/2.0f))/(float(n)+3.0f));
} else {
return sin((2.0f * M_PI * float(float(j-1)/2.0f))/(float(n)+3.0f));
}
}
//----------------------------------------------------------
// Patches.TessVertexGregory
//----------------------------------------------------------
#ifdef OSD_PATCH_VERTEX_GREGORY_SHADER
uniform samplerBuffer OsdVertexBuffer;
uniform isamplerBuffer OsdValenceBuffer;
layout (location=0) in vec4 position;
OSD_USER_VARYING_ATTRIBUTE_DECLARE
out block {
GregControlVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
int vID = gl_VertexID;
outpt.v.hullPosition = (ModelViewMatrix * position).xyz;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
OSD_USER_VARYING_PER_VERTEX();
int ivalence = texelFetch(OsdValenceBuffer,int(vID * (2 * OSD_MAX_VALENCE + 1))).x;
outpt.v.valence = ivalence;
uint valence = uint(abs(ivalence));
vec3 f[OSD_MAX_VALENCE];
vec3 pos = position.xyz;
vec3 opos = vec3(0,0,0);
#ifdef OSD_PATCH_GREGORY_BOUNDARY
outpt.v.org = position.xyz;
int boundaryEdgeNeighbors[2];
uint currNeighbor = 0;
uint ibefore = 0;
uint zerothNeighbor = 0;
#endif
for (uint i=0; i<valence; ++i) {
uint im=(i+valence-1)%valence;
uint ip=(i+1)%valence;
uint idx_neighbor = uint(texelFetch(OsdValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 0 + 1)).x);
#ifdef OSD_PATCH_GREGORY_BOUNDARY
bool isBoundaryNeighbor = false;
int valenceNeighbor = texelFetch(OsdValenceBuffer,int(idx_neighbor * (2*OSD_MAX_VALENCE+1))).x;
if (valenceNeighbor < 0) {
isBoundaryNeighbor = true;
boundaryEdgeNeighbors[currNeighbor++] = int(idx_neighbor);
if (currNeighbor == 1) {
ibefore = i;
zerothNeighbor = i;
} else {
if (i-ibefore == 1) {
int tmp = boundaryEdgeNeighbors[0];
boundaryEdgeNeighbors[0] = boundaryEdgeNeighbors[1];
boundaryEdgeNeighbors[1] = tmp;
zerothNeighbor = i;
}
}
}
#endif
vec3 neighbor =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor+2)).x);
uint idx_diagonal = uint(texelFetch(OsdValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 1 + 1)).x);
vec3 diagonal =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+2)).x);
uint idx_neighbor_p = uint(texelFetch(OsdValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*ip + 0 + 1)).x);
vec3 neighbor_p =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_p)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_p+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_p+2)).x);
uint idx_neighbor_m = uint(texelFetch(OsdValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 0 + 1)).x);
vec3 neighbor_m =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_m)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_m+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_m+2)).x);
uint idx_diagonal_m = uint(texelFetch(OsdValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 1 + 1)).x);
vec3 diagonal_m =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal_m)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal_m+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal_m+2)).x);
f[i] = (pos * float(valence) + (neighbor_p + neighbor)*2.0f + diagonal) / (float(valence)+5.0f);
opos += f[i];
outpt.v.r[i] = (neighbor_p-neighbor_m)/3.0f + (diagonal - diagonal_m)/6.0f;
}
opos /= valence;
outpt.v.position = vec4(opos, 1.0f).xyz;
vec3 e;
outpt.v.e0 = vec3(0,0,0);
outpt.v.e1 = vec3(0,0,0);
for(uint i=0; i<valence; ++i) {
uint im = (i + valence -1) % valence;
e = 0.5f * (f[i] + f[im]);
outpt.v.e0 += csf(valence-3, 2*i) *e;
outpt.v.e1 += csf(valence-3, 2*i + 1)*e;
}
outpt.v.e0 *= ef[valence - 3];
outpt.v.e1 *= ef[valence - 3];
#ifdef OSD_PATCH_GREGORY_BOUNDARY
outpt.v.zerothNeighbor = zerothNeighbor;
if (currNeighbor == 1) {
boundaryEdgeNeighbors[1] = boundaryEdgeNeighbors[0];
}
if (ivalence < 0) {
if (valence > 2) {
outpt.v.position = (
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)).x) +
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)).x) +
4.0f * pos)/6.0f;
} else {
outpt.v.position = pos;
}
outpt.v.e0 = (
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)).x) -
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)).x)
)/6.0;
float k = float(float(valence) - 1.0f); //k is the number of faces
float c = cos(M_PI/k);
float s = sin(M_PI/k);
float gamma = -(4.0f*s)/(3.0f*k+c);
float alpha_0k = -((1.0f+2.0f*c)*sqrt(1.0f+c))/((3.0f*k+c)*sqrt(1.0f-c));
float beta_0 = s/(3.0f*k + c);
int idx_diagonal = texelFetch(OsdValenceBuffer,int((vID) * (2*OSD_MAX_VALENCE+1) + 2*zerothNeighbor + 1 + 1)).x;
idx_diagonal = abs(idx_diagonal);
vec3 diagonal =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+2)).x);
outpt.v.e1 = gamma * pos +
alpha_0k * vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)).x) +
alpha_0k * vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)).x) +
beta_0 * diagonal;
for (uint x=1; x<valence - 1; ++x) {
uint curri = ((x + zerothNeighbor)%valence);
float alpha = (4.0f*sin((M_PI * float(x))/k))/(3.0f*k+c);
float beta = (sin((M_PI * float(x))/k) + sin((M_PI * float(x+1))/k))/(3.0f*k+c);
int idx_neighbor = texelFetch(OsdValenceBuffer, int((vID) * (2*OSD_MAX_VALENCE+1) + 2*curri + 0 + 1)).x;
idx_neighbor = abs(idx_neighbor);
vec3 neighbor =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor+2)).x);
idx_diagonal = texelFetch(OsdValenceBuffer, int((vID) * (2*OSD_MAX_VALENCE+1) + 2*curri + 1 + 1)).x;
diagonal =
vec3(texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+1)).x,
texelFetch(OsdVertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+2)).x);
outpt.v.e1 += alpha * neighbor + beta * diagonal;
}
outpt.v.e1 /= 3.0f;
}
#endif
}
#endif
//----------------------------------------------------------
// Patches.TessControlGregory
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_SHADER
layout(vertices = 4) out;
uniform isamplerBuffer OsdQuadOffsetBuffer;
in block {
GregControlVertex v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
GregEvalVertex v;
OSD_USER_VARYING_DECLARE
} outpt[];
#define ID gl_InvocationID
void main()
{
uint i = gl_InvocationID;
uint ip = (i+1)%4;
uint im = (i+3)%4;
uint valence = abs(inpt[i].v.valence);
uint n = valence;
int base = OsdGregoryQuadOffsetBase;
outpt[ID].v.position = inpt[ID].v.position;
uint start = uint(texelFetch(OsdQuadOffsetBuffer, int(4*gl_PrimitiveID+base + i)).x) & 0x00ffu;
uint prev = uint(texelFetch(OsdQuadOffsetBuffer, int(4*gl_PrimitiveID+base + i)).x) & 0xff00u;
prev = uint(prev/256);
uint start_m = uint(texelFetch(OsdQuadOffsetBuffer, int(4*gl_PrimitiveID+base + im)).x) & 0x00ffu;
uint prev_p = uint(texelFetch(OsdQuadOffsetBuffer, int(4*gl_PrimitiveID+base + ip)).x) & 0xff00u;
prev_p = uint(prev_p/256);
uint np = abs(inpt[ip].v.valence);
uint nm = abs(inpt[im].v.valence);
// Control Vertices based on :
// "Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation"
// Loop, Schaefer, Ni, Castafio (ACM ToG Siggraph Asia 2009)
//
// P3 e3- e2+ E2
// O--------O--------O--------O
// | | | |
// | | | |
// | | f3- | f2+ |
// | O O |
// e3+ O------O O------O e2-
// | f3+ f2- |
// | |
// | |
// | f0- f1+ |
// e0- O------O O------O e1+
// | O O |
// | | f0+ | f1- |
// | | | |
// | | | |
// O--------O--------O--------O
// P0 e0+ e1- E1
//
#ifdef OSD_PATCH_GREGORY_BOUNDARY
vec3 Ep = vec3(0.0f,0.0f,0.0f);
vec3 Em = vec3(0.0f,0.0f,0.0f);
vec3 Fp = vec3(0.0f,0.0f,0.0f);
vec3 Fm = vec3(0.0f,0.0f,0.0f);
vec3 Em_ip;
if (inpt[ip].v.valence < -2) {
uint j = (np + prev_p - inpt[ip].v.zerothNeighbor) % np;
Em_ip = inpt[ip].v.position + cos((M_PI*j)/float(np-1))*inpt[ip].v.e0 + sin((M_PI*j)/float(np-1))*inpt[ip].v.e1;
} else {
Em_ip = inpt[ip].v.position + inpt[ip].v.e0*csf(np-3, 2*prev_p ) + inpt[ip].v.e1*csf(np-3, 2*prev_p + 1);
}
vec3 Ep_im;
if (inpt[im].v.valence < -2) {
uint j = (nm + start_m - inpt[im].v.zerothNeighbor) % nm;
Ep_im = inpt[im].v.position + cos((M_PI*j)/float(nm-1))*inpt[im].v.e0 + sin((M_PI*j)/float(nm-1))*inpt[im].v.e1;
} else {
Ep_im = inpt[im].v.position + inpt[im].v.e0*csf(nm-3, 2*start_m) + inpt[im].v.e1*csf(nm-3, 2*start_m + 1);
}
if (inpt[i].v.valence < 0) {
n = (n-1)*2;
}
if (inpt[im].v.valence < 0) {
nm = (nm-1)*2;
}
if (inpt[ip].v.valence < 0) {
np = (np-1)*2;
}
if (inpt[i].v.valence > 2) {
Ep = inpt[i].v.position + inpt[i].v.e0*csf(n-3, 2*start) + inpt[i].v.e1*csf(n-3, 2*start + 1);
Em = inpt[i].v.position + inpt[i].v.e0*csf(n-3, 2*prev ) + inpt[i].v.e1*csf(n-3, 2*prev + 1);
float s1=3-2*csf(n-3,2)-csf(np-3,2);
float s2=2*csf(n-3,2);
Fp = (csf(np-3,2)*inpt[i].v.position + s1*Ep + s2*Em_ip + inpt[i].v.r[start])/3.0f;
s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm));
Fm = (csf(nm-3,2)*inpt[i].v.position + s1*Em + s2*Ep_im - inpt[i].v.r[prev])/3.0f;
} else if (inpt[i].v.valence < -2) {
uint j = (valence + start - inpt[i].v.zerothNeighbor) % valence;
Ep = inpt[i].v.position + cos((M_PI*j)/float(valence-1))*inpt[i].v.e0 + sin((M_PI*j)/float(valence-1))*inpt[i].v.e1;
j = (valence + prev - inpt[i].v.zerothNeighbor) % valence;
Em = inpt[i].v.position + cos((M_PI*j)/float(valence-1))*inpt[i].v.e0 + sin((M_PI*j)/float(valence-1))*inpt[i].v.e1;
vec3 Rp = ((-2.0f * inpt[i].v.org - 1.0f * inpt[im].v.org) + (2.0f * inpt[ip].v.org + 1.0f * inpt[(i+2)%4].v.org))/3.0f;
vec3 Rm = ((-2.0f * inpt[i].v.org - 1.0f * inpt[ip].v.org) + (2.0f * inpt[im].v.org + 1.0f * inpt[(i+2)%4].v.org))/3.0f;
float s1 = 3-2*csf(n-3,2)-csf(np-3,2);
float s2 = 2*csf(n-3,2);
Fp = (csf(np-3,2)*inpt[i].v.position + s1*Ep + s2*Em_ip + inpt[i].v.r[start])/3.0f;
s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm));
Fm = (csf(nm-3,2)*inpt[i].v.position + s1*Em + s2*Ep_im - inpt[i].v.r[prev])/3.0f;
if (inpt[im].v.valence < 0) {
s1 = 3-2*csf(n-3,2)-csf(np-3,2);
Fp = Fm = (csf(np-3,2)*inpt[i].v.position + s1*Ep + s2*Em_ip + inpt[i].v.r[start])/3.0f;
} else if (inpt[ip].v.valence < 0) {
s1 = 3.0f-2.0f*cos(2.0f*M_PI/n)-cos(2.0f*M_PI/nm);
Fm = Fp = (csf(nm-3,2)*inpt[i].v.position + s1*Em + s2*Ep_im - inpt[i].v.r[prev])/3.0f;
}
} else if (inpt[i].v.valence == -2) {
Ep = (2.0f * inpt[i].v.org + inpt[ip].v.org)/3.0f;
Em = (2.0f * inpt[i].v.org + inpt[im].v.org)/3.0f;
Fp = Fm = (4.0f * inpt[i].v.org + inpt[(i+2)%n].v.org + 2.0f * inpt[ip].v.org + 2.0f * inpt[im].v.org)/9.0f;
}
#else // not OSD_PATCH_GREGORY_BOUNDARY
vec3 Ep = inpt[i].v.position + inpt[i].v.e0 * csf(n-3, 2*start) + inpt[i].v.e1*csf(n-3, 2*start + 1);
vec3 Em = inpt[i].v.position + inpt[i].v.e0 * csf(n-3, 2*prev ) + inpt[i].v.e1*csf(n-3, 2*prev + 1);
vec3 Em_ip = inpt[ip].v.position + inpt[ip].v.e0 * csf(np-3, 2*prev_p ) + inpt[ip].v.e1*csf(np-3, 2*prev_p + 1);
vec3 Ep_im = inpt[im].v.position + inpt[im].v.e0 * csf(nm-3, 2*start_m) + inpt[im].v.e1*csf(nm-3, 2*start_m + 1);
float s1 = 3-2*csf(n-3,2)-csf(np-3,2);
float s2 = 2*csf(n-3,2);
vec3 Fp = (csf(np-3,2)*inpt[i].v.position + s1*Ep + s2*Em_ip + inpt[i].v.r[start])/3.0f;
s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm));
vec3 Fm = (csf(nm-3,2)*inpt[i].v.position + s1*Em + s2*Ep_im - inpt[i].v.r[prev])/3.0f;
#endif
outpt[ID].v.Ep = Ep;
outpt[ID].v.Em = Em;
outpt[ID].v.Fp = Fp;
outpt[ID].v.Fm = Fm;
OSD_USER_VARYING_PER_CONTROL_POINT(ID, ID);
int patchLevel = GetPatchLevel();
outpt[ID].v.patchCoord = vec4(0, 0,
patchLevel+0.5f,
gl_PrimitiveID+OsdPrimitiveIdBase+0.5f);
OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
if (ID == 0) {
OSD_PATCH_CULL(4);
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] =
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[1].v.hullPosition.xyz);
gl_TessLevelOuter[1] =
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz);
gl_TessLevelOuter[2] =
TessAdaptive(inpt[2].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz);
gl_TessLevelOuter[3] =
TessAdaptive(inpt[1].v.hullPosition.xyz, inpt[2].v.hullPosition.xyz);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#else
gl_TessLevelInner[0] = GetTessLevel(patchLevel);
gl_TessLevelInner[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalGregory
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_EVAL_GREGORY_SHADER
layout(quads) in;
layout(cw) in;
#if defined OSD_FRACTIONAL_ODD_SPACING
layout(fractional_odd_spacing) in;
#elif defined OSD_FRACTIONAL_EVEN_SPACING
layout(fractional_even_spacing) in;
#endif
in block {
GregEvalVertex v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
float u = gl_TessCoord.x,
v = gl_TessCoord.y;
vec3 p[20];
p[0] = inpt[0].v.position;
p[1] = inpt[0].v.Ep;
p[2] = inpt[0].v.Em;
p[3] = inpt[0].v.Fp;
p[4] = inpt[0].v.Fm;
p[5] = inpt[1].v.position;
p[6] = inpt[1].v.Ep;
p[7] = inpt[1].v.Em;
p[8] = inpt[1].v.Fp;
p[9] = inpt[1].v.Fm;
p[10] = inpt[2].v.position;
p[11] = inpt[2].v.Ep;
p[12] = inpt[2].v.Em;
p[13] = inpt[2].v.Fp;
p[14] = inpt[2].v.Fm;
p[15] = inpt[3].v.position;
p[16] = inpt[3].v.Ep;
p[17] = inpt[3].v.Em;
p[18] = inpt[3].v.Fp;
p[19] = inpt[3].v.Fm;
vec3 q[16];
float U = 1-u, V=1-v;
float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
q[ 5] = (u*p[3] + v*p[4])/d11;
q[ 6] = (U*p[9] + v*p[8])/d12;
q[ 9] = (u*p[19] + V*p[18])/d21;
q[10] = (U*p[13] + V*p[14])/d22;
q[ 0] = p[0];
q[ 1] = p[1];
q[ 2] = p[7];
q[ 3] = p[5];
q[ 4] = p[2];
q[ 7] = p[6];
q[ 8] = p[16];
q[11] = p[12];
q[12] = p[15];
q[13] = p[17];
q[14] = p[11];
q[15] = p[10];
vec3 WorldPos = vec3(0, 0, 0);
vec3 Tangent = vec3(0, 0, 0);
vec3 BiTangent = vec3(0, 0, 0);
#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
float B[4], D[4], C[4];
vec3 BUCP[4], DUCP[4], CUCP[4];
vec3 dUU = vec3(0);
vec3 dVV = vec3(0);
vec3 dUV = vec3(0);
Univar4x4(u, B, D, C);
for (int i=0; i<4; ++i) {
BUCP[i] = vec3(0);
DUCP[i] = vec3(0);
CUCP[i] = vec3(0);
for (uint j=0; j<4; ++j) {
// reverse face front
vec3 A = q[i + 4*j];
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
CUCP[i] += A * C[j];
}
}
Univar4x4(v, B, D, C);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
dUU += B[i] * CUCP[i];
dVV += C[i] * BUCP[i];
dUV += D[i] * DUCP[i];
}
int level = int(inpt[0].v.ptexInfo.z);
BiTangent *= 3 * level;
Tangent *= 3 * level;
dUU *= 6 * level;
dVV *= 6 * level;
dUV *= 9 * level;
vec3 n = cross(Tangent, BiTangent);
vec3 normal = normalize(n);
float E = dot(Tangent, Tangent);
float F = dot(Tangent, BiTangent);
float G = dot(BiTangent, BiTangent);
float e = dot(normal, dUU);
float f = dot(normal, dUV);
float g = dot(normal, dVV);
vec3 Nu = (f*F-e*G)/(E*G-F*F) * Tangent + (e*F-f*E)/(E*G-F*F) * BiTangent;
vec3 Nv = (g*F-f*G)/(E*G-F*F) * Tangent + (f*F-g*E)/(E*G-F*F) * BiTangent;
Nu = Nu/length(n) - n * (dot(Nu,n)/pow(dot(n,n), 1.5));
Nv = Nv/length(n) - n * (dot(Nv,n)/pow(dot(n,n), 1.5));
BiTangent = (ModelViewMatrix * vec4(BiTangent, 0)).xyz;
Tangent = (ModelViewMatrix * vec4(Tangent, 0)).xyz;
normal = normalize(cross(BiTangent, Tangent));
outpt.v.Nu = Nu;
outpt.v.Nv = Nv;
#else
float B[4], D[4];
vec3 BUCP[4], DUCP[4];
Univar4x4(u, B, D);
for (int i=0; i<4; ++i) {
BUCP[i] = vec3(0);
DUCP[i] = vec3(0);
for (uint j=0; j<4; ++j) {
// reverse face front
vec3 A = q[i + 4*j];
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
Univar4x4(v, B, D);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
}
int level = int(inpt[0].v.ptexInfo.z);
BiTangent *= 3 * level;
Tangent *= 3 * level;
BiTangent = (ModelViewMatrix * vec4(BiTangent, 0)).xyz;
Tangent = (ModelViewMatrix * vec4(Tangent, 0)).xyz;
vec3 normal = normalize(cross(BiTangent, Tangent));
#endif
outpt.v.position = ModelViewMatrix * vec4(WorldPos, 1.0f);
outpt.v.normal = normal;
outpt.v.tangent = BiTangent;
outpt.v.bitangent = Tangent;
OSD_USER_VARYING_PER_EVAL_POINT(vec2(u,v), 0, 3, 1, 2);
outpt.v.patchCoord = inpt[0].v.patchCoord;
outpt.v.patchCoord.xy = vec2(v, u);
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_DISPLACEMENT_CALLBACK;
gl_Position = ModelViewProjectionMatrix * vec4(WorldPos, 1.0f);
}
#endif