OpenSubdiv/opensubdiv/osd/glslPatchGregoryBasis.glsl
David G. Yu 1b6d9ba409 Workaround GLSL shader compiler on AMD
Added a size specifier to the shader output array declaration
in the GregoryBasis and Gregory control shaders. This seems
to be required by the GLSL compiler on AMD and is harmless elsewhere.
2015-05-31 10:59:01 -07:00

148 lines
4.3 KiB
GLSL

//
// Copyright 2015 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.VertexGregoryBasis
//----------------------------------------------------------
#ifdef OSD_PATCH_VERTEX_GREGORY_BASIS_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.TessControlGregoryBasis
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_BASIS_SHADER
in block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OsdPerPatchVertexGregoryBasis v;
OSD_USER_VARYING_DECLARE
} outpt[20];
layout(vertices = 20) out;
void main()
{
vec3 cv = inpt[gl_InvocationID].v.position.xyz;
ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
OsdComputePerPatchVertexGregoryBasis(patchParam, gl_InvocationID, cv, outpt[gl_InvocationID].v);
OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID);
if (gl_InvocationID == 0) {
vec4 tessLevelOuter = vec4(0);
vec2 tessLevelInner = vec2(0);
OSD_PATCH_CULL(20);
OsdGetTessLevels(inpt[0].v.position.xyz, inpt[15].v.position.xyz,
inpt[10].v.position.xyz, inpt[5].v.position.xyz,
patchParam, tessLevelOuter, tessLevelInner);
gl_TessLevelOuter[0] = tessLevelOuter[0];
gl_TessLevelOuter[1] = tessLevelOuter[1];
gl_TessLevelOuter[2] = tessLevelOuter[2];
gl_TessLevelOuter[3] = tessLevelOuter[3];
gl_TessLevelInner[0] = tessLevelInner[0];
gl_TessLevelInner[1] = tessLevelInner[1];
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalGregoryBasis
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_EVAL_GREGORY_BASIS_SHADER
layout(quads) in;
layout(OSD_SPACING) in;
in block {
OsdPerPatchVertexGregoryBasis v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
vec3 cv[20];
for (int i = 0; i < 20; ++i) {
cv[i] = inpt[i].v.P;
}
vec2 UV = gl_TessCoord.xy;
ivec3 patchParam = inpt[0].v.patchParam;
OsdEvalPatchGregory(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 = OsdInterpolatePatchCoord(UV, patchParam);
OSD_USER_VARYING_PER_EVAL_POINT(UV, 0, 5, 15, 10);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = OsdProjectionMatrix() * outpt.v.position;
}
#endif