mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 15:20:07 +00:00
f4a8cafe86
Cleaned up the Legacy Gregory shader source by accessing buffer data through helper functions. Switched to performing tessellation in untransformed (object) space.
262 lines
7.1 KiB
GLSL
262 lines
7.1 KiB
GLSL
//
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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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//----------------------------------------------------------
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// Patches.VertexGregoryBasis
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//----------------------------------------------------------
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#ifdef OSD_PATCH_VERTEX_GREGORY_BASIS_SHADER
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layout(location = 0) in vec4 position;
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OSD_USER_VARYING_ATTRIBUTE_DECLARE
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out block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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outpt.v.position = position;
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outpt.v.patchCoord = ivec4(0);
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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OSD_USER_VARYING_PER_VERTEX();
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlGregoryBasis
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_BASIS_SHADER
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layout(vertices = 20) out;
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in block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt[];
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#define ID gl_InvocationID
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void main()
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{
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outpt[ID].v = inpt[ID].v;
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OSD_USER_VARYING_PER_CONTROL_POINT(ID, ID);
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ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
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outpt[ID].v.patchCoord = OsdGetPatchCoord(patchParam);
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if (ID == 0) {
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OSD_PATCH_CULL(20);
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vec4 tessLevelOuter = vec4(0);
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vec2 tessLevelInner = vec2(0);
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OsdGetTessLevels(inpt[0].v.position.xyz, inpt[15].v.position.xyz,
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inpt[10].v.position.xyz, inpt[5].v.position.xyz,
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patchParam, tessLevelOuter, tessLevelInner);
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gl_TessLevelOuter[0] = tessLevelOuter[0];
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gl_TessLevelOuter[1] = tessLevelOuter[1];
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gl_TessLevelOuter[2] = tessLevelOuter[2];
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gl_TessLevelOuter[3] = tessLevelOuter[3];
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gl_TessLevelInner[0] = tessLevelInner[0];
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gl_TessLevelInner[1] = tessLevelInner[1];
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalGregory
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_EVAL_GREGORY_BASIS_SHADER
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layout(quads) in;
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#if defined OSD_FRACTIONAL_ODD_SPACING
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layout(fractional_odd_spacing) in;
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#elif defined OSD_FRACTIONAL_EVEN_SPACING
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layout(fractional_even_spacing) in;
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#endif
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in block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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OutputVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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vec2 UV = gl_TessCoord.xy;
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vec3 p[20];
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for (int i = 0; i < 20; ++i) {
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p[i] = inpt[i].v.position.xyz;
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}
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vec3 q[16];
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float u = UV.x, v=UV.y;
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float U = 1-u, V=1-v;
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float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
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float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
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float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
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float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
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q[ 5] = (u*p[3] + v*p[4])/d11;
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q[ 6] = (U*p[9] + v*p[8])/d12;
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q[ 9] = (u*p[19] + V*p[18])/d21;
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q[10] = (U*p[13] + V*p[14])/d22;
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q[ 0] = p[0];
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q[ 1] = p[1];
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q[ 2] = p[7];
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q[ 3] = p[5];
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q[ 4] = p[2];
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q[ 7] = p[6];
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q[ 8] = p[16];
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q[11] = p[12];
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q[12] = p[15];
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q[13] = p[17];
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q[14] = p[11];
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q[15] = p[10];
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vec3 position = vec3(0, 0, 0);
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vec3 uTangent = vec3(0, 0, 0);
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vec3 vTangent = vec3(0, 0, 0);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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float B[4], D[4], C[4];
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vec3 BUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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DUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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CUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0));
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vec3 dUU = vec3(0);
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vec3 dVV = vec3(0);
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vec3 dUV = vec3(0);
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Univar4x4(UV.x, B, D, C);
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for (int i=0; i<4; ++i) {
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for (uint j=0; j<4; ++j) {
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vec3 A = q[4*i + j];
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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CUCP[i] += A * C[j];
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}
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}
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Univar4x4(UV.y, B, D, C);
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for (int i=0; i<4; ++i) {
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position += B[i] * BUCP[i];
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uTangent += B[i] * DUCP[i];
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vTangent += D[i] * BUCP[i];
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dUU += B[i] * CUCP[i];
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dVV += C[i] * BUCP[i];
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dUV += D[i] * DUCP[i];
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}
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int level = inpt[0].v.patchCoord.z;
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uTangent *= 3 * level;
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vTangent *= 3 * level;
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dUU *= 6 * level;
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dVV *= 6 * level;
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dUV *= 9 * level;
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vec3 n = cross(uTangent, vTangent);
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vec3 normal = normalize(n);
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float E = dot(uTangent, uTangent);
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float F = dot(uTangent, vTangent);
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float G = dot(vTangent, vTangent);
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float e = dot(normal, dUU);
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float f = dot(normal, dUV);
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float g = dot(normal, dVV);
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vec3 Nu = (f*F-e*G)/(E*G-F*F) * uTangent + (e*F-f*E)/(E*G-F*F) * vTangent;
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vec3 Nv = (g*F-f*G)/(E*G-F*F) * uTangent + (f*F-g*E)/(E*G-F*F) * vTangent;
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Nu = Nu/length(n) - n * (dot(Nu,n)/pow(dot(n,n), 1.5));
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Nv = Nv/length(n) - n * (dot(Nv,n)/pow(dot(n,n), 1.5));
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outpt.v.Nu = Nu;
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outpt.v.Nv = Nv;
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#else
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float B[4], D[4];
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vec3 BUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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DUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0));
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Univar4x4(UV.x, B, D);
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for (int i=0; i<4; ++i) {
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for (uint j=0; j<4; ++j) {
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vec3 A = q[4*i + j];
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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}
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}
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Univar4x4(UV.y, B, D);
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for (int i=0; i<4; ++i) {
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position += B[i] * BUCP[i];
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uTangent += B[i] * DUCP[i];
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vTangent += D[i] * BUCP[i];
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}
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int level = inpt[0].v.patchCoord.z;
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uTangent *= 3 * level;
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vTangent *= 3 * level;
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vec3 normal = normalize(cross(uTangent, vTangent));
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#endif
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outpt.v.position = OsdModelViewMatrix() * vec4(position, 1.0f);
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outpt.v.normal = (OsdModelViewMatrix() * vec4(normal, 0.0f)).xyz;
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outpt.v.tangent = (OsdModelViewMatrix() * vec4(uTangent, 0.0f)).xyz;
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outpt.v.bitangent = (OsdModelViewMatrix() * vec4(vTangent, 0.0f)).xyz;
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OSD_USER_VARYING_PER_EVAL_POINT(UV, 0, 5, 15, 10);
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outpt.v.tessCoord = UV;
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outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, inpt[0].v.patchCoord);
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = OsdProjectionMatrix() * outpt.v.position;
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}
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#endif
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