OpenSubdiv/opensubdiv/osd/glslPatchBSpline.glsl
Takahito Tejima a13c0565e4 Renamed texture buffers and uniforms
g_VertexBuffer -> OsdVertexBuffer
g_ValenceBuffer -> OsdValenceBuffer
g_QuadOffsetBuffer -> OsdQuadOffsetBuffer
g_ptexIndicesBuffer -> OsdPatchParamBuffer
g_uvFVarBuffer -> OsdFVarDataBuffer
LevelBase -> PrimitiveIdBase
2013-07-18 12:57:26 -07:00

334 lines
10 KiB
GLSL

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.TessVertexBSpline
//----------------------------------------------------------
#ifdef OSD_PATCH_VERTEX_BSPLINE_SHADER
layout(location = 0) in vec4 position;
OSD_USER_VARYING_ATTRIBUTE_DECLARE
out block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
outpt.v.position = ModelViewMatrix * position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
OSD_USER_VARYING_PER_VERTEX();
}
#endif
//----------------------------------------------------------
// Patches.TessControlBSpline
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER
// Regular
uniform mat4 Q = mat4(
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
0.f, 4.f/6.f, 2.f/6.f, 0.f,
0.f, 2.f/6.f, 4.f/6.f, 0.f,
0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
);
// Boundary / Corner
uniform mat4x3 B = mat4x3(
1.f, 0.f, 0.f,
4.f/6.f, 2.f/6.f, 0.f,
2.f/6.f, 4.f/6.f, 0.f,
1.f/6.f, 4.f/6.f, 1.f/6.f
);
layout(vertices = 16) out;
in block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} outpt[];
#define ID gl_InvocationID
void main()
{
int i = ID%4;
int j = ID/4;
#if defined OSD_PATCH_BOUNDARY
vec3 H[3];
for (int l=0; l<3; ++l) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; ++k) {
H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<3; ++k) {
pos += B[j][k]*H[k];
}
#elif defined OSD_PATCH_CORNER
vec3 H[3];
for (int l=0; l<3; ++l) {
H[l] = vec3(0,0,0);
for (int k=0; k<3; ++k) {
H[l] += B[3-i][2-k] * inpt[l*3 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<3; ++k) {
pos += B[j][k]*H[k];
}
#else // not OSD_PATCH_BOUNDARY, not OSD_PATCH_CORNER
vec3 H[4];
for (int l=0; l<4; ++l) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; ++k) {
H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<4; ++k) {
pos += Q[j][k]*H[k];
}
#endif
outpt[ID].v.position = vec4(pos, 1.0);
#if defined OSD_PATCH_BOUNDARY
const int p[16] = int[]( 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 );
#elif defined OSD_PATCH_CORNER
const int p[16] = int[]( 0, 1, 2, 2, 0, 1, 2, 2, 3, 4, 5, 5, 6, 7, 8, 8 );
#else
const int p[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
#endif
#if OSD_TRANSITION_ROTATE == 0
const int r[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
#elif OSD_TRANSITION_ROTATE == 1
const int r[16] = int[]( 12, 8, 4, 0, 13, 9, 5, 1, 14, 10, 6, 2, 15, 11, 7, 3 );
#elif OSD_TRANSITION_ROTATE == 2
const int r[16] = int[]( 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 );
#elif OSD_TRANSITION_ROTATE == 3
const int r[16] = int[]( 3, 7, 11, 15, 2, 6, 10, 14, 1, 5, 9, 13, 0, 4, 8, 12 );
#endif
OSD_USER_VARYING_PER_CONTROL_POINT(ID, p[r[ID]]);
int patchLevel = GetPatchLevel();
// +0.5 to avoid interpolation error of integer value
outpt[ID].v.patchCoord = vec4(0, 0,
patchLevel+0.5,
gl_PrimitiveID+OsdPrimitiveIdBase+0.5);
OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
if (ID == 0) {
OSD_PATCH_CULL(OSD_PATCH_INPUT_SIZE);
#ifdef OSD_PATCH_TRANSITION
vec3 cp[OSD_PATCH_INPUT_SIZE];
for(int k = 0; k < OSD_PATCH_INPUT_SIZE; ++k) cp[k] = inpt[k].v.position.xyz;
SetTransitionTessLevels(cp, patchLevel);
#else
#if defined OSD_PATCH_BOUNDARY
const int p[4] = int[]( 1, 2, 5, 6 );
#elif defined OSD_PATCH_CORNER
const int p[4] = int[]( 1, 2, 4, 5 );
#else
const int p[4] = int[]( 5, 6, 9, 10 );
#endif
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[2]].v.position.xyz);
gl_TessLevelOuter[1] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[1]].v.position.xyz);
gl_TessLevelOuter[2] = TessAdaptive(inpt[p[1]].v.position.xyz, inpt[p[3]].v.position.xyz);
gl_TessLevelOuter[3] = TessAdaptive(inpt[p[2]].v.position.xyz, inpt[p[3]].v.position.xyz);
gl_TessLevelInner[0] = max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] = max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#else
gl_TessLevelInner[0] = GetTessLevel(patchLevel);
gl_TessLevelInner[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
#endif
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalBSpline
//----------------------------------------------------------
#ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER
#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
layout(triangles) in;
#else
layout(quads) in;
#endif
#if defined OSD_FRACTIONAL_ODD_SPACING
layout(fractional_odd_spacing) in;
#elif defined OSD_FRACTIONAL_EVEN_SPACING
layout(fractional_even_spacing) in;
#endif
in block {
ControlVertex v;
OSD_USER_VARYING_DECLARE
} inpt[];
out block {
OutputVertex v;
OSD_USER_VARYING_DECLARE
} outpt;
void main()
{
#ifdef OSD_PATCH_TRANSITION
vec2 UV = GetTransitionSubpatchUV();
#else
vec2 UV = gl_TessCoord.xy;
#endif
float B[4], D[4];
Univar4x4(UV.x, B, D);
vec3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = vec3(0);
DUCP[i] = vec3(0);
for (int j=0; j<4; ++j) {
#if OSD_TRANSITION_ROTATE == 1
vec3 A = inpt[4*(3-j) + i].v.position.xyz;
#elif OSD_TRANSITION_ROTATE == 2
vec3 A = inpt[4*(3-i) + (3-j)].v.position.xyz;
#elif OSD_TRANSITION_ROTATE == 3
vec3 A = inpt[4*j + (3-i)].v.position.xyz;
#else // OSD_TRANSITION_ROTATE == 0, or non-transition patch
vec3 A = inpt[4*i + j].v.position.xyz;
#endif
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
vec3 WorldPos = vec3(0);
vec3 Tangent = vec3(0);
vec3 BiTangent = vec3(0);
Univar4x4(UV.y, B, D);
for (int k=0; k<4; ++k) {
WorldPos += B[k] * BUCP[k];
Tangent += B[k] * DUCP[k];
BiTangent += D[k] * BUCP[k];
}
vec3 normal = normalize(cross(Tangent, BiTangent));
outpt.v.position = vec4(WorldPos, 1.0f);
outpt.v.normal = normal;
outpt.v.tangent = Tangent;
OSD_USER_VARYING_PER_EVAL_POINT(UV, 5, 6, 9, 10);
outpt.v.patchCoord = inpt[0].v.patchCoord;
#if OSD_TRANSITION_ROTATE == 1
outpt.v.patchCoord.xy = vec2(UV.y, 1.0-UV.x);
#elif OSD_TRANSITION_ROTATE == 2
outpt.v.patchCoord.xy = vec2(1.0-UV.x, 1.0-UV.y);
#elif OSD_TRANSITION_ROTATE == 3
outpt.v.patchCoord.xy = vec2(1.0-UV.y, UV.x);
#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
outpt.v.patchCoord.xy = vec2(UV.x, UV.y);
#endif
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(OSD_TRANSITION_ROTATE);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
}
#endif