mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 05:50:05 +00:00
a13c0565e4
g_VertexBuffer -> OsdVertexBuffer g_ValenceBuffer -> OsdValenceBuffer g_QuadOffsetBuffer -> OsdQuadOffsetBuffer g_ptexIndicesBuffer -> OsdPatchParamBuffer g_uvFVarBuffer -> OsdFVarDataBuffer LevelBase -> PrimitiveIdBase
334 lines
10 KiB
GLSL
334 lines
10 KiB
GLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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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 = ModelViewMatrix * 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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gl_PrimitiveID+OsdPrimitiveIdBase+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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float B[4], D[4];
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Univar4x4(UV.x, B, D);
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vec3 BUCP[4], DUCP[4];
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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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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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}
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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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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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vec3 normal = normalize(cross(Tangent, BiTangent));
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outpt.v.position = vec4(WorldPos, 1.0f);
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outpt.v.normal = normal;
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outpt.v.tangent = Tangent;
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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_COMPUTE_PTEX_COMPATIBLE_TANGENT(OSD_TRANSITION_ROTATE);
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
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}
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#endif
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