OpenSubdiv/opensubdiv/osd/glslPatchGregoryTriangle.glsl
David G Yu 83486cddae Added GLSL support for drawing triangle patches
- Added GLSL patch shaders for BoxSplineTriangle and GregoryTriangle
  patches. These both convert to a hybrid Bezier patch for drawing
  similar to the basis conversion done for quad patches.
- Added evaluation of hybrid Bezier triangle patches and
  GregoryTriangle patches to the common shader source.
- Added OsdGetPatchIsTriangleRotated() to detect rotated triangles.
- Added OsdInterpolatePatchCoordTriangle() for eval of triangle patches.
- Added boundary point extrapolation for BoxSplineTriangle patches.
- Fixed boundary point extrapolation for unisolated BSpline patches.
- Added tess factor and tess evaluation location computation for
  triangle patches.
- Limit surface edge mid points for both quad and triangle patches
  are now computed directly.
2019-01-18 18:18:45 -08:00

176 lines
5.1 KiB
GLSL

//
// Copyright 2018 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.VertexGregoryTriangle
//----------------------------------------------------------
#ifdef OSD_PATCH_VERTEX_GREGORY_TRIANGLE_SHADER
layout(location = 0) in vec4 position;
OSD_USER_VARYING_ATTRIBUTE_DECLARE
out block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
outpt.v.position = position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
OSD_USER_VARYING_PER_VERTEX();
}
#endif
//----------------------------------------------------------
// Patches.TessControlGregoryTriangle
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_TRIANGLE_SHADER
patch out vec4 tessOuterLo, tessOuterHi;
in block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OsdPerPatchVertexBezier v;
OSD_USER_VARYING_DECLARE
} outpt[15];
layout(vertices = 15) out;
void main()
{
vec3 cv = inpt[gl_InvocationID].v.position.xyz;
ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
outpt[gl_InvocationID].v.patchParam = patchParam;
outpt[gl_InvocationID].v.P = cv;
OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
// Wait for all basis conversion to be finished
barrier();
#endif
if (gl_InvocationID == 0) {
vec4 tessLevelOuter = vec4(0);
vec2 tessLevelInner = vec2(0);
OSD_PATCH_CULL(15);
OsdGetTessLevelsUniformTriangle(patchParam,
tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
// Gather bezier control points to compute limit surface tess levels
vec3 cv[15];
for (int i=0; i<15; ++i) {
cv[i] = outpt[i].v.P;
}
OsdGetTessLevelsAdaptiveLimitPointsGregoryTriangle(
cv, patchParam,
tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#else
OsdGetTessLevelsUniformTriangle(patchParam,
tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#endif
gl_TessLevelOuter[0] = tessLevelOuter[0];
gl_TessLevelOuter[1] = tessLevelOuter[1];
gl_TessLevelOuter[2] = tessLevelOuter[2];
gl_TessLevelInner[0] = tessLevelInner[0];
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalGregoryTriangle
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_EVAL_GREGORY_TRIANGLE_SHADER
layout(triangles) in;
layout(OSD_SPACING) in;
patch in vec4 tessOuterLo, tessOuterHi;
in block {
OsdPerPatchVertexBezier v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
vec2 UV = OsdGetTessParameterizationTriangle(gl_TessCoord.xy,
tessOuterLo,
tessOuterHi);
vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
vec3 cv[15];
for (int i = 0; i < 15; ++i) {
cv[i] = inpt[i].v.P;
}
ivec3 patchParam = inpt[0].v.patchParam;
OsdEvalPatchGregoryTriangle(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
// all code below here is client code
outpt.v.position = OsdModelViewMatrix() * vec4(P, 1.0f);
outpt.v.normal = (OsdModelViewMatrix() * vec4(N, 0.0f)).xyz;
outpt.v.tangent = (OsdModelViewMatrix() * vec4(dPu, 0.0f)).xyz;
outpt.v.bitangent = (OsdModelViewMatrix() * vec4(dPv, 0.0f)).xyz;
#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
outpt.v.Nu = dNu;
outpt.v.Nv = dNv;
#endif
outpt.v.tessCoord = UV;
outpt.v.patchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam);
OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE(UV, 6, 7, 10);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = OsdProjectionMatrix() * outpt.v.position;
}
#endif