OpenSubdiv/opensubdiv/osd/glslPatchShaderSource.cpp
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

220 lines
7.4 KiB
C++

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