mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 14:00:10 +00:00
ab47ee53b3
fixes #86
433 lines
14 KiB
GLSL
433 lines
14 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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//----------------------------------------------------------
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// Patches.TessVertexGregory
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//----------------------------------------------------------
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#ifdef PATCH_VERTEX_GREGORY_SHADER
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uniform samplerBuffer g_VertexBuffer;
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uniform isamplerBuffer g_ValenceBuffer;
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layout (location=0) in vec4 position;
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out block {
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GregControlVertex v;
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} output;
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void main()
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{
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int vID = gl_VertexID;
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output.v.hullPosition = (ModelViewMatrix * position).xyz;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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uint valence = uint(texelFetchBuffer(g_ValenceBuffer,int(vID * (2 * OSD_MAX_VALENCE + 1))).x);
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output.v.valence = int(valence);
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vec3 f[OSD_MAX_VALENCE];
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vec3 pos = position.xyz;
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vec3 opos = vec3(0,0,0);
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for (uint i=0; i<valence; ++i) {
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uint im=(i+valence-1)%valence;
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uint ip=(i+1)%valence;
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uint idx_neighbor = uint(texelFetchBuffer(g_ValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 0 + 1)).x);
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vec3 neighbor =
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vec3(texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor+1)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor+2)).x);
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uint idx_diagonal = uint(texelFetchBuffer(g_ValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 1 + 1)).x);
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vec3 diagonal =
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vec3(texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+1)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal+2)).x);
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uint idx_neighbor_p = uint(texelFetchBuffer(g_ValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*ip + 0 + 1)).x);
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vec3 neighbor_p =
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vec3(texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_p)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_p+1)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_p+2)).x);
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uint idx_neighbor_m = uint(texelFetchBuffer(g_ValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 0 + 1)).x);
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vec3 neighbor_m =
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vec3(texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_m)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_m+1)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_neighbor_m+2)).x);
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uint idx_diagonal_m = uint(texelFetchBuffer(g_ValenceBuffer, int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 1 + 1)).x);
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vec3 diagonal_m =
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vec3(texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal_m)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal_m+1)).x,
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texelFetchBuffer(g_VertexBuffer, int(OSD_NUM_ELEMENTS*idx_diagonal_m+2)).x);
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f[i] = (pos * float(valence) + (neighbor_p + neighbor)*2.0 + diagonal) / (float(valence)+5.0);
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opos += f[i];
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output.v.r[i] = (neighbor_p-neighbor_m)/3.0 + (diagonal - diagonal_m)/6.0;
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}
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opos /= valence;
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output.v.position = vec4(opos, 1.0f).xyz;
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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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vec3 e;
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output.v.e0 = vec3(0,0,0);
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output.v.e1 = vec3(0,0,0);
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for(uint i=0; i<valence; ++i) {
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uint im = (i + valence -1) % valence;
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e = 0.5 * (f[i] + f[im]);
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output.v.e0 += csf(valence-3, 2*i) *e;
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output.v.e1 += csf(valence-3, 2*i + 1)*e;
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}
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output.v.e0 *= ef[valence - 3];
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output.v.e1 *= ef[valence - 3];
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlGregory
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//----------------------------------------------------------
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#ifdef PATCH_TESS_CONTROL_GREGORY_SHADER
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layout(vertices = 4) out;
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uniform isamplerBuffer g_QuadOffsetBuffer;
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in block {
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GregControlVertex v;
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} input[];
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out block {
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GregEvalVertex 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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uint i = gl_InvocationID;
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uint ip = (i+1)%4;
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uint im = (i+3)%4;
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uint n = uint(input[i].v.valence);
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int base = GregoryQuadOffsetBase;
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output[ID].v.position = input[ID].v.position;
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uint start = texelFetchBuffer(g_QuadOffsetBuffer, int(4*(gl_PrimitiveID+base) + i)).x & 0x00ff;
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uint prev = uint(texelFetchBuffer(g_QuadOffsetBuffer, int(4*(gl_PrimitiveID+base) + i)).x) & 0xff00;
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prev=uint(prev/256);
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// Control Vertices based on :
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// "Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation"
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// Loop, Schaefer, Ni, Castafio (ACM ToG Siggraph Asia 2009)
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//
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// P3 e3- e2+ E2
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// O--------O--------O--------O
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// | | | |
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// | | | |
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// | | f3- | f2+ |
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// | O O |
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// e3+ O------O O------O 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- O------O O------O e1+
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// | O O |
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// | | f0+ | f1- |
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// | | | |
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// | | | |
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// O--------O--------O--------O
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// P0 e0+ e1- E1
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//
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vec3 Ep = input[i].v.position + input[i].v.e0 * csf(n-3, 2*start) + input[i].v.e1*csf(n-3, 2*start +1);
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vec3 Em = input[i].v.position + input[i].v.e0 * csf(n-3, 2*prev ) + input[i].v.e1*csf(n-3, 2*prev + 1);
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uint np = input[ip].v.valence;
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uint nm = input[im].v.valence;
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uint prev_p = uint(texelFetchBuffer(g_QuadOffsetBuffer, int(4*(gl_PrimitiveID+base) + ip)).x)&0xff00;
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prev_p=uint(prev_p/256);
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vec3 Em_ip = input[ip].v.position + input[ip].v.e0*csf(np-3,2*prev_p) +input[ip].v.e1*csf(np-3, 2*prev_p+1);
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uint start_m = texelFetchBuffer(g_QuadOffsetBuffer, int(4*(gl_PrimitiveID+base) + im)).x&0x00ff;
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vec3 Ep_im = input[im].v.position + input[im].v.e0*csf(nm-3, 2*start_m) + input[im].v.e1*csf(nm-3, 2*start_m+1);
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float s1 = 3 - 2*csf(n-3,2)-csf(np-3,2);
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float s2 = 2*csf(n-3,2);
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vec3 Fp = (csf(np-3,2)*input[i].v.position + s1*Ep + s2*Em_ip + input[i].v.r[start])/3.0;
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s1 = 3.0 -2.0*cos(2.0*M_PI/float(n)) - cos(2*M_PI/float(nm));
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vec3 Fm = (csf(nm-3,2)*input[i].v.position + s1*Em +s2*Ep_im - input[i].v.r[prev])/3.0;
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output[ID].v.Ep = Ep;
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output[ID].v.Em = Em;
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output[ID].v.Fp = Fp;
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output[ID].v.Fm = Fm;
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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(4);
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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gl_TessLevelOuter[0] =
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TessAdaptive(input[0].v.hullPosition.xyz, input[1].v.hullPosition.xyz, patchLevel);
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gl_TessLevelOuter[1] =
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TessAdaptive(input[0].v.hullPosition.xyz, input[3].v.hullPosition.xyz, patchLevel);
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gl_TessLevelOuter[2] =
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TessAdaptive(input[2].v.hullPosition.xyz, input[3].v.hullPosition.xyz, patchLevel);
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gl_TessLevelOuter[3] =
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TessAdaptive(input[1].v.hullPosition.xyz, input[2].v.hullPosition.xyz, patchLevel);
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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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#else
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gl_TessLevelInner[0] = GetTessLevel(patchLevel);
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gl_TessLevelInner[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
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#endif
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalGregory
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//----------------------------------------------------------
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#ifdef PATCH_TESS_EVAL_GREGORY_SHADER
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layout(quads) in;
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layout(cw) in;
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in block {
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GregEvalVertex v;
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} input[];
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out block {
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OutputVertex v;
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} output;
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void main()
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{
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float u = gl_TessCoord.x,
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v = gl_TessCoord.y;
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vec3 p[20];
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p[0] = input[0].v.position;
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p[1] = input[0].v.Ep;
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p[2] = input[0].v.Em;
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p[3] = input[0].v.Fp;
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p[4] = input[0].v.Fm;
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p[5] = input[1].v.position;
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p[6] = input[1].v.Ep;
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p[7] = input[1].v.Em;
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p[8] = input[1].v.Fp;
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p[9] = input[1].v.Fm;
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p[10] = input[2].v.position;
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p[11] = input[2].v.Ep;
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p[12] = input[2].v.Em;
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p[13] = input[2].v.Fp;
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p[14] = input[2].v.Fm;
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p[15] = input[3].v.position;
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p[16] = input[3].v.Ep;
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p[17] = input[3].v.Em;
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p[18] = input[3].v.Fp;
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p[19] = input[3].v.Fm;
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vec3 q[16];
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float U = 1-u, V=1-v;
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float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
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float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
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float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
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float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
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q[ 5] = (u*p[3] + v*p[4])/d11;
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q[ 6] = (U*p[9] + v*p[8])/d12;
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q[ 9] = (u*p[19] + V*p[18])/d21;
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q[10] = (U*p[13] + V*p[14])/d22;
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q[ 0] = p[0];
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q[ 1] = p[1];
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q[ 2] = p[7];
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q[ 3] = p[5];
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q[ 4] = p[2];
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q[ 7] = p[6];
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q[ 8] = p[16];
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q[11] = p[12];
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q[12] = p[15];
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q[13] = p[17];
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q[14] = p[11];
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q[15] = p[10];
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float B[4], D[4];
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Univar4x4(u, B, D);
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vec3 BUCP[4], DUCP[4];
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for (int i=0; i<4; ++i) {
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BUCP[i] = vec3(0, 0, 0);
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DUCP[i] = vec3(0, 0, 0);
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for (uint j=0; j<4; ++j) {
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// reverse face front
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vec3 A = q[i + 4*j];
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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}
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}
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vec3 WorldPos = vec3(0, 0, 0);
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vec3 Tangent = vec3(0, 0, 0);
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vec3 BiTangent = vec3(0, 0, 0);
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Univar4x4(v, B, D);
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for (uint i=0; i<4; ++i) {
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WorldPos += B[i] * BUCP[i];
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Tangent += B[i] * DUCP[i];
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BiTangent += D[i] * BUCP[i];
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}
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BiTangent = (ModelViewMatrix * vec4(BiTangent, 0)).xyz;
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Tangent = (ModelViewMatrix * vec4(Tangent, 0)).xyz;
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vec3 normal = normalize(cross(BiTangent, Tangent));
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output.v.position = ModelViewMatrix * vec4(WorldPos, 1.0);
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output.v.normal = normal;
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output.v.tangent = BiTangent;
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output.v.patchCoord = input[0].v.patchCoord;
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output.v.patchCoord.xy = vec2(v, u);
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OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = ProjectionMatrix * output.v.position;
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}
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#endif
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//----------------------------------------------------------
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// Patches.Vertex
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//----------------------------------------------------------
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#ifdef VERTEX_SHADER
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layout (location=0) in vec4 position;
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layout (location=1) in vec3 normal;
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layout (location=2) in vec4 color;
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out block {
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OutputVertex v;
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} output;
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void main() {
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gl_Position = ModelViewProjectionMatrix * position;
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output.v.color = color;
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}
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#endif
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//----------------------------------------------------------
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// Patches.FragmentColor
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//----------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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in block {
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OutputVertex v;
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} input;
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void main() {
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gl_FragColor = input.v.color;
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}
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#endif
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