mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 04:00:07 +00:00
99b214ca92
Added a size specifier to the shader output array declaration in the BSpline control shader. This seems to be required by the GLSL compiler on AMD and is harmless elsewhere.
198 lines
5.8 KiB
GLSL
198 lines
5.8 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//----------------------------------------------------------
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// Patches.VertexBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_VERTEX_BSPLINE_SHADER
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layout(location = 0) in vec4 position;
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OSD_USER_VARYING_ATTRIBUTE_DECLARE
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out block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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outpt.v.position = position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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OSD_USER_VARYING_PER_VERTEX();
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER
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patch out vec4 tessOuterLo, tessOuterHi;
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in block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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OsdPerPatchVertexBezier v;
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OSD_USER_VARYING_DECLARE
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} outpt[16];
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layout(vertices = 16) out;
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void main()
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{
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vec3 cv[16];
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for (int i=0; i<16; ++i) {
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cv[i] = inpt[i].v.position.xyz;
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}
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ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
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OsdComputePerPatchVertexBSpline(patchParam, gl_InvocationID, cv, outpt[gl_InvocationID].v);
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OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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// Wait for all basis conversion to be finished
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barrier();
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#endif
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if (gl_InvocationID == 0) {
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vec4 tessLevelOuter = vec4(0);
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vec2 tessLevelInner = vec2(0);
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OSD_PATCH_CULL(16);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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// Gather bezier control points to compute limit surface tess levels
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OsdPerPatchVertexBezier cpBezier[16];
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#if 0
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// XXX: this doesn't work on nvidia driver 34x.
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for (int i=0; i<16; ++i) {
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cpBezier[i] = outpt[i].v;
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}
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#else
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cpBezier[0] = outpt[0].v;
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cpBezier[1] = outpt[1].v;
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cpBezier[2] = outpt[2].v;
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cpBezier[3] = outpt[3].v;
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cpBezier[4] = outpt[4].v;
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cpBezier[5] = outpt[5].v;
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cpBezier[6] = outpt[6].v;
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cpBezier[7] = outpt[7].v;
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cpBezier[8] = outpt[8].v;
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cpBezier[9] = outpt[9].v;
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cpBezier[10] = outpt[10].v;
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cpBezier[11] = outpt[11].v;
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cpBezier[12] = outpt[12].v;
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cpBezier[13] = outpt[13].v;
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cpBezier[14] = outpt[14].v;
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cpBezier[15] = outpt[15].v;
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#endif
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OsdGetTessLevelsAdaptiveLimitPoints(cpBezier, patchParam,
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tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#else
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OsdGetTessLevelsUniform(patchParam, tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#endif
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gl_TessLevelOuter[0] = tessLevelOuter[0];
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gl_TessLevelOuter[1] = tessLevelOuter[1];
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gl_TessLevelOuter[2] = tessLevelOuter[2];
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gl_TessLevelOuter[3] = tessLevelOuter[3];
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gl_TessLevelInner[0] = tessLevelInner[0];
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gl_TessLevelInner[1] = tessLevelInner[1];
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER
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layout(quads) in;
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layout(OSD_SPACING) in;
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patch in vec4 tessOuterLo, tessOuterHi;
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in block {
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OsdPerPatchVertexBezier v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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OutputVertex v;
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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vec2 vSegments;
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#endif
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
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vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
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OsdPerPatchVertexBezier cv[16];
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for (int i = 0; i < 16; ++i) {
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cv[i] = inpt[i].v;
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}
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vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy,
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tessOuterLo,
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tessOuterHi);
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ivec3 patchParam = inpt[0].v.patchParam;
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OsdEvalPatchBezier(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
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// all code below here is client code
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outpt.v.position = OsdModelViewMatrix() * vec4(P, 1.0f);
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outpt.v.normal = (OsdModelViewMatrix() * vec4(N, 0.0f)).xyz;
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outpt.v.tangent = (OsdModelViewMatrix() * vec4(dPu, 0.0f)).xyz;
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outpt.v.bitangent = (OsdModelViewMatrix() * vec4(dPv, 0.0f)).xyz;
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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outpt.v.Nu = dNu;
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outpt.v.Nv = dNv;
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#endif
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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outpt.vSegments = cv[0].vSegments;
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#endif
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outpt.v.tessCoord = UV;
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outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, patchParam);
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OSD_USER_VARYING_PER_EVAL_POINT(UV, 5, 6, 9, 10);
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = OsdProjectionMatrix() * outpt.v.position;
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}
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#endif
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