mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2025-01-10 16:40:11 +00:00
c245407854
This change refactors the GLSL and HLSL patch shader code so that most of the work is implemented within a library of common functions and the remaining shader snippets just manage plumbing. There is more to do here: - varying and face-varying data can be managed entirely by the client - similarly, displacement can be implemented in client code - there's still quite a bit of residual boiler-plate code needed in each shader stage that we should be able to wrap up in a more convenient form.
148 lines
4.3 KiB
GLSL
148 lines
4.3 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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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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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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OsdPerPatchVertexGregoryBasis v;
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OSD_USER_VARYING_DECLARE
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} outpt[];
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layout(vertices = 20) out;
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void main()
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{
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vec3 cv = inpt[gl_InvocationID].v.position.xyz;
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ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
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OsdComputePerPatchVertexGregoryBasis(patchParam, gl_InvocationID, cv, outpt[gl_InvocationID].v);
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OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID);
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if (gl_InvocationID == 0) {
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vec4 tessLevelOuter = vec4(0);
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vec2 tessLevelInner = vec2(0);
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OSD_PATCH_CULL(20);
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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.TessEvalGregoryBasis
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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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layout(OSD_SPACING) in;
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in block {
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OsdPerPatchVertexGregoryBasis 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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vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
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vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
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vec3 cv[20];
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for (int i = 0; i < 20; ++i) {
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cv[i] = inpt[i].v.P;
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}
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vec2 UV = gl_TessCoord.xy;
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ivec3 patchParam = inpt[0].v.patchParam;
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OsdEvalPatchGregory(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
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// all code below here is client code
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outpt.v.position = OsdModelViewMatrix() * vec4(P, 1.0f);
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outpt.v.normal = (OsdModelViewMatrix() * vec4(N, 0.0f)).xyz;
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outpt.v.tangent = (OsdModelViewMatrix() * vec4(dPu, 0.0f)).xyz;
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outpt.v.bitangent = (OsdModelViewMatrix() * vec4(dPv, 0.0f)).xyz;
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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outpt.v.Nu = dNu;
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outpt.v.Nv = dNv;
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#endif
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outpt.v.tessCoord = UV;
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outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, patchParam);
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OSD_USER_VARYING_PER_EVAL_POINT(UV, 0, 5, 15, 10);
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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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