OpenSubdiv/opensubdiv/osd/glslPatchGregoryBasis.glsl
David G Yu 67cc2a3810 Irregular patch shader transition edges
Updated the Gregory patch tessellation shaders to account for
transition edges.

Changed the implementation of OsdGetTessParameterizationTriangle()
to take the input parametric location as a 3-component value. This
allows the edge parameterization to be more numerically robust and
consistent.

Also, corrected some minor discrepancies between the various
tessellation shader configurations.
2019-06-03 15:34:40 -07:00

183 lines
5.5 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
patch out vec4 tessOuterLo, tessOuterHi;
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);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
// Gather bezier control points to compute limit surface tess levels
OsdPerPatchVertexBezier bezcv[16];
bezcv[ 0].P = inpt[ 0].v.position.xyz;
bezcv[ 1].P = inpt[ 1].v.position.xyz;
bezcv[ 2].P = inpt[ 7].v.position.xyz;
bezcv[ 3].P = inpt[ 5].v.position.xyz;
bezcv[ 4].P = inpt[ 2].v.position.xyz;
bezcv[ 5].P = inpt[ 3].v.position.xyz;
bezcv[ 6].P = inpt[ 8].v.position.xyz;
bezcv[ 7].P = inpt[ 6].v.position.xyz;
bezcv[ 8].P = inpt[16].v.position.xyz;
bezcv[ 9].P = inpt[18].v.position.xyz;
bezcv[10].P = inpt[13].v.position.xyz;
bezcv[11].P = inpt[12].v.position.xyz;
bezcv[12].P = inpt[15].v.position.xyz;
bezcv[13].P = inpt[17].v.position.xyz;
bezcv[14].P = inpt[11].v.position.xyz;
bezcv[15].P = inpt[10].v.position.xyz;
OsdEvalPatchBezierTessLevels(
bezcv, patchParam,
tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#else
OsdGetTessLevelsUniform(
patchParam,
tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#endif
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;
patch in vec4 tessOuterLo, tessOuterHi;
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 = OsdGetTessParameterization(gl_TessCoord.xy,
tessOuterLo,
tessOuterHi);
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