mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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f7f2ca2581
Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl) mat4 OsdModelViewMatrix() mat4 OsdProjectionMatrix() mat4 OsdModelViewProjectionMatrix() float OsdTessLevel() int OsdGreogryQuadOffsetBase() int OsdPrimitiveIdBase() We probably should write a utility class for basic binding of them, to make client code simpler.
357 lines
9.9 KiB
GLSL
357 lines
9.9 KiB
GLSL
//
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// Copyright 2013 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.TessVertexBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_VERTEX_BSPLINE_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 = OsdModelViewMatrix() * position;
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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.TessControlBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER
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// Regular
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uniform mat4 Q = mat4(
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1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
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0.f, 4.f/6.f, 2.f/6.f, 0.f,
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0.f, 2.f/6.f, 4.f/6.f, 0.f,
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0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
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);
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// Boundary / Corner
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uniform mat4x3 B = mat4x3(
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1.f, 0.f, 0.f,
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4.f/6.f, 2.f/6.f, 0.f,
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2.f/6.f, 4.f/6.f, 0.f,
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1.f/6.f, 4.f/6.f, 1.f/6.f
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);
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layout(vertices = 16) 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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int i = ID%4;
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int j = ID/4;
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#if defined OSD_PATCH_BOUNDARY
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vec3 H[3];
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for (int l=0; l<3; ++l) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<3; ++k) {
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pos += B[j][k]*H[k];
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}
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#elif defined OSD_PATCH_CORNER
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vec3 H[3];
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for (int l=0; l<3; ++l) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<3; ++k) {
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H[l] += B[3-i][2-k] * inpt[l*3 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<3; ++k) {
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pos += B[j][k]*H[k];
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}
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#else // not OSD_PATCH_BOUNDARY, not OSD_PATCH_CORNER
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vec3 H[4];
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for (int l=0; l<4; ++l) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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pos += Q[j][k]*H[k];
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}
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#endif
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outpt[ID].v.position = vec4(pos, 1.0);
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#if defined OSD_PATCH_BOUNDARY
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const int p[16] = int[]( 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 );
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#elif defined OSD_PATCH_CORNER
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const int p[16] = int[]( 0, 1, 2, 2, 0, 1, 2, 2, 3, 4, 5, 5, 6, 7, 8, 8 );
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#else
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const int p[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
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#endif
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#if OSD_TRANSITION_ROTATE == 0
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const int r[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
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#elif OSD_TRANSITION_ROTATE == 1
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const int r[16] = int[]( 12, 8, 4, 0, 13, 9, 5, 1, 14, 10, 6, 2, 15, 11, 7, 3 );
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#elif OSD_TRANSITION_ROTATE == 2
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const int r[16] = int[]( 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 );
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#elif OSD_TRANSITION_ROTATE == 3
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const int r[16] = int[]( 3, 7, 11, 15, 2, 6, 10, 14, 1, 5, 9, 13, 0, 4, 8, 12 );
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#endif
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OSD_USER_VARYING_PER_CONTROL_POINT(ID, p[r[ID]]);
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int patchLevel = GetPatchLevel();
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// +0.5 to avoid interpolation error of integer value
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outpt[ID].v.patchCoord = vec4(0, 0,
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patchLevel+0.5,
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GetPrimitiveID()+0.5);
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OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
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if (ID == 0) {
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OSD_PATCH_CULL(OSD_PATCH_INPUT_SIZE);
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#ifdef OSD_PATCH_TRANSITION
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vec3 cp[OSD_PATCH_INPUT_SIZE];
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for(int k = 0; k < OSD_PATCH_INPUT_SIZE; ++k) cp[k] = inpt[k].v.position.xyz;
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SetTransitionTessLevels(cp, patchLevel);
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#else
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#if defined OSD_PATCH_BOUNDARY
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const int p[4] = int[]( 1, 2, 5, 6 );
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#elif defined OSD_PATCH_CORNER
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const int p[4] = int[]( 1, 2, 4, 5 );
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#else
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const int p[4] = int[]( 5, 6, 9, 10 );
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#endif
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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gl_TessLevelOuter[0] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[2]].v.position.xyz);
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gl_TessLevelOuter[1] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[1]].v.position.xyz);
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gl_TessLevelOuter[2] = TessAdaptive(inpt[p[1]].v.position.xyz, inpt[p[3]].v.position.xyz);
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gl_TessLevelOuter[3] = TessAdaptive(inpt[p[2]].v.position.xyz, inpt[p[3]].v.position.xyz);
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gl_TessLevelInner[0] = max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] = max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#else
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gl_TessLevelInner[0] = GetTessLevel(patchLevel);
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gl_TessLevelInner[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
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#endif
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#endif
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER
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#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
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layout(triangles) in;
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#else
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layout(quads) in;
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#endif
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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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#ifdef OSD_PATCH_TRANSITION
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vec2 UV = GetTransitionSubpatchUV();
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#else
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vec2 UV = gl_TessCoord.xy;
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#endif
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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], DUCP[4], CUCP[4];
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Univar4x4(UV.x, B, D, C);
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#else
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float B[4], D[4];
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vec3 BUCP[4], DUCP[4];
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Univar4x4(UV.x, B, D);
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#endif
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for (int i=0; i<4; ++i) {
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BUCP[i] = vec3(0);
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DUCP[i] = vec3(0);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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CUCP[i] = vec3(0);
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#endif
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for (int j=0; j<4; ++j) {
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#if OSD_TRANSITION_ROTATE == 1
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vec3 A = inpt[4*(3-j) + i].v.position.xyz;
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#elif OSD_TRANSITION_ROTATE == 2
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vec3 A = inpt[4*(3-i) + (3-j)].v.position.xyz;
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#elif OSD_TRANSITION_ROTATE == 3
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vec3 A = inpt[4*j + (3-i)].v.position.xyz;
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#else // OSD_TRANSITION_ROTATE == 0, or non-transition patch
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vec3 A = inpt[4*i + j].v.position.xyz;
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#endif
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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CUCP[i] += A * C[j];
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#endif
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}
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}
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vec3 WorldPos = vec3(0);
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vec3 Tangent = vec3(0);
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vec3 BiTangent = vec3(0);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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// used for weingarten term
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Univar4x4(UV.y, B, D, C);
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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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for (int k=0; k<4; ++k) {
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WorldPos += B[k] * BUCP[k];
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Tangent += B[k] * DUCP[k];
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BiTangent += D[k] * BUCP[k];
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dUU += B[k] * CUCP[k];
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dVV += C[k] * BUCP[k];
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dUV += D[k] * DUCP[k];
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}
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int level = int(inpt[0].v.ptexInfo.z);
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Tangent *= 3 * level;
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BiTangent *= 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(Tangent, BiTangent);
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vec3 normal = normalize(n);
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float E = dot(Tangent, Tangent);
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float F = dot(Tangent, BiTangent);
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float G = dot(BiTangent, BiTangent);
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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) * Tangent + (e*F-f*E)/(E*G-F*F) * BiTangent;
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vec3 Nv = (g*F-f*G)/(E*G-F*F) * Tangent + (f*F-g*E)/(E*G-F*F) * BiTangent;
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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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OSD_COMPUTE_PTEX_COMPATIBLE_DERIVATIVES(OSD_TRANSITION_ROTATE);
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#else
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Univar4x4(UV.y, B, D);
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for (int k=0; k<4; ++k) {
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WorldPos += B[k] * BUCP[k];
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Tangent += B[k] * DUCP[k];
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BiTangent += D[k] * BUCP[k];
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}
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int level = int(inpt[0].v.ptexInfo.z);
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Tangent *= 3 * level;
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BiTangent *= 3 * level;
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vec3 normal = normalize(cross(Tangent, BiTangent));
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OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(OSD_TRANSITION_ROTATE);
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#endif
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outpt.v.position = vec4(WorldPos, 1.0f);
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outpt.v.normal = normal;
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OSD_USER_VARYING_PER_EVAL_POINT(UV, 5, 6, 9, 10);
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outpt.v.patchCoord = inpt[0].v.patchCoord;
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#if OSD_TRANSITION_ROTATE == 1
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outpt.v.patchCoord.xy = vec2(UV.y, 1.0-UV.x);
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#elif OSD_TRANSITION_ROTATE == 2
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outpt.v.patchCoord.xy = vec2(1.0-UV.x, 1.0-UV.y);
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#elif OSD_TRANSITION_ROTATE == 3
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outpt.v.patchCoord.xy = vec2(1.0-UV.y, UV.x);
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#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
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outpt.v.patchCoord.xy = vec2(UV.x, UV.y);
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#endif
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OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = (OsdProjectionMatrix() * vec4(WorldPos, 1.0f));
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}
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#endif
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