mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-08 21:30:06 +00:00
83486cddae
- 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.
220 lines
7.4 KiB
C++
220 lines
7.4 KiB
C++
//
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// Copyright 2015 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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#include "../osd/glslPatchShaderSource.h"
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#include <sstream>
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#include <string>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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static const char *commonShaderSource =
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#include "glslPatchCommon.gen.h"
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;
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static const char *commonTessShaderSource =
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#include "glslPatchCommonTess.gen.h"
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;
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static const char *patchLegacyShaderSource =
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#include "glslPatchLegacy.gen.h"
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;
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static const char *patchBasisTypesShaderSource =
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#include "patchBasisCommonTypes.gen.h"
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;
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static const char *patchBasisShaderSource =
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#include "patchBasisCommon.gen.h"
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;
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static const char *patchBasisEvalShaderSource =
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#include "patchBasisCommonEval.gen.h"
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;
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static const char *boxSplineTriangleShaderSource =
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#include "glslPatchBoxSplineTriangle.gen.h"
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;
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static const char *bsplineShaderSource =
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#include "glslPatchBSpline.gen.h"
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;
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static const char *gregoryShaderSource =
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#include "glslPatchGregory.gen.h"
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;
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static const char *gregoryBasisShaderSource =
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#include "glslPatchGregoryBasis.gen.h"
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;
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static const char *gregoryTriangleShaderSource =
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#include "glslPatchGregoryTriangle.gen.h"
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;
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/*static*/
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std::string
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GLSLPatchShaderSource::GetCommonShaderSource() {
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std::stringstream ss;
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ss << std::string(commonShaderSource);
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ss << std::string(commonTessShaderSource);
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ss << std::string(patchLegacyShaderSource);
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return ss.str();
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}
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/*static*/
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std::string
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GLSLPatchShaderSource::GetPatchBasisShaderSource() {
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std::stringstream ss;
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#if defined(OPENSUBDIV_GREGORY_EVAL_TRUE_DERIVATIVES)
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ss << "#define OPENSUBDIV_GREGORY_EVAL_TRUE_DERIVATIVES\n";
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#endif
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ss << std::string(patchBasisTypesShaderSource);
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ss << std::string(patchBasisShaderSource);
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ss << std::string(patchBasisEvalShaderSource);
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return ss.str();
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}
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/*static*/
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std::string
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GLSLPatchShaderSource::GetVertexShaderSource(Far::PatchDescriptor::Type type) {
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std::stringstream ss;
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switch (type) {
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case Far::PatchDescriptor::REGULAR:
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ss << "#define OSD_PATCH_BSPLINE\n"
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<< "#define OSD_PATCH_VERTEX_BSPLINE_SHADER\n"
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<< bsplineShaderSource;
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break;
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case Far::PatchDescriptor::LOOP:
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ss << "#define OSD_PATCH_BOX_SPLINE_TRIANGLE\n"
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<< "#define OSD_PATCH_VERTEX_BOX_SPLINE_TRIANGLE_SHADER\n"
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<< boxSplineTriangleShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY:
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ss << "#define OSD_PATCH_GREGORY\n"
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<< "#define OSD_PATCH_VERTEX_GREGORY_SHADER\n"
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<< gregoryShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_BOUNDARY:
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ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n"
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<< "#define OSD_PATCH_VERTEX_GREGORY_SHADER\n"
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<< gregoryShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_BASIS:
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ss << "#define OSD_PATCH_GREGORY_BASIS\n"
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<< "#define OSD_PATCH_VERTEX_GREGORY_BASIS_SHADER\n"
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<< gregoryBasisShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_TRIANGLE:
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ss << "#define OSD_PATCH_GREGORY_TRIANGLE\n"
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<< "#define OSD_PATCH_VERTEX_GREGORY_TRIANGLE_SHADER\n"
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<< gregoryTriangleShaderSource;
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break;
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default:
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break; // returns empty (points, lines, quads, ...)
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}
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return ss.str();
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}
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/*static*/
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std::string
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GLSLPatchShaderSource::GetTessControlShaderSource(
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Far::PatchDescriptor::Type type) {
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std::stringstream ss;
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switch (type) {
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case Far::PatchDescriptor::REGULAR:
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ss << "#define OSD_PATCH_BSPLINE\n"
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<< "#define OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER\n"
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<< bsplineShaderSource;
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break;
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case Far::PatchDescriptor::LOOP:
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ss << "#define OSD_PATCH_BOX_SPLINE_TRIANGLE\n"
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<< "#define OSD_PATCH_TESS_CONTROL_BOX_SPLINE_TRIANGLE_SHADER\n"
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<< boxSplineTriangleShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY:
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ss << "#define OSD_PATCH_GREGORY\n"
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<< "#define OSD_PATCH_TESS_CONTROL_GREGORY_SHADER\n"
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<< gregoryShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_BOUNDARY:
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ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n"
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<< "#define OSD_PATCH_TESS_CONTROL_GREGORY_SHADER\n"
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<< gregoryShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_BASIS:
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ss << "#define OSD_PATCH_GREGORY_BASIS\n"
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<< "#define OSD_PATCH_TESS_CONTROL_GREGORY_BASIS_SHADER\n"
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<< gregoryBasisShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_TRIANGLE:
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ss << "#define OSD_PATCH_GREGORY_TRIANGLE\n"
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<< "#define OSD_PATCH_TESS_CONTROL_GREGORY_TRIANGLE_SHADER\n"
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<< gregoryTriangleShaderSource;
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break;
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default:
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break; // returns empty (points, lines, quads, ...)
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}
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return ss.str();
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}
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/*static*/
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std::string
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GLSLPatchShaderSource::GetTessEvalShaderSource(
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Far::PatchDescriptor::Type type) {
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std::stringstream ss;
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switch (type) {
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case Far::PatchDescriptor::REGULAR:
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ss << "#define OSD_PATCH_BSPLINE\n"
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<< "#define OSD_PATCH_TESS_EVAL_BSPLINE_SHADER\n"
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<< bsplineShaderSource;
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break;
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case Far::PatchDescriptor::LOOP:
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ss << "#define OSD_PATCH_BOX_SPLINE_TRIANGLE\n"
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<< "#define OSD_PATCH_TESS_EVAL_BOX_SPLINE_TRIANGLE_SHADER\n"
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<< boxSplineTriangleShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY:
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ss << "#define OSD_PATCH_GREGORY\n"
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<< "#define OSD_PATCH_TESS_EVAL_GREGORY_SHADER\n"
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<< gregoryShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_BOUNDARY:
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ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n"
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<< "#define OSD_PATCH_TESS_EVAL_GREGORY_SHADER\n"
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<< gregoryShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_BASIS:
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ss << "#define OSD_PATCH_GREGORY_BASIS\n"
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<< "#define OSD_PATCH_TESS_EVAL_GREGORY_BASIS_SHADER\n"
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<< gregoryBasisShaderSource;
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break;
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case Far::PatchDescriptor::GREGORY_TRIANGLE:
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ss << "#define OSD_PATCH_GREGORY_TRIANGLE\n"
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<< "#define OSD_PATCH_TESS_EVAL_GREGORY_TRIANGLE_SHADER\n"
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<< gregoryTriangleShaderSource;
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break;
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default:
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break; // returns empty (points, lines, quads, ...)
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}
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return ss.str();
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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