OpenSubdiv/opensubdiv/osd/glslXFBKernel.glsl
2015-05-28 10:27:23 -07:00

288 lines
7.9 KiB
GLSL

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
//------------------------------------------------------------------------------
uniform samplerBuffer vertexBuffer;
uniform int srcOffset = 0;
out float outVertexBuffer[LENGTH];
//------------------------------------------------------------------------------
struct Vertex {
float vertexData[LENGTH];
};
void clear(out Vertex v) {
for (int i = 0; i < LENGTH; i++) {
v.vertexData[i] = 0;
}
}
void addWithWeight(inout Vertex v, Vertex src, float weight) {
for(int j = 0; j < LENGTH; j++) {
v.vertexData[j] += weight * src.vertexData[j];
}
}
Vertex readVertex(int index) {
Vertex v;
int vertexIndex = srcOffset + index * SRC_STRIDE;
for(int j = 0; j < LENGTH; j++) {
v.vertexData[j] = texelFetch(vertexBuffer, vertexIndex+j).x;
}
return v;
}
void writeVertex(Vertex v) {
for(int i = 0; i < LENGTH; i++) {
outVertexBuffer[i] = v.vertexData[i];
}
}
//------------------------------------------------------------------------------
#if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES)
out float outDuBuffer[LENGTH];
out float outDvBuffer[LENGTH];
void writeDu(Vertex v) {
for(int i = 0; i < LENGTH; i++) {
outDuBuffer[i] = v.vertexData[i];
}
}
void writeDv(Vertex v) {
for(int i = 0; i < LENGTH; i++) {
outDvBuffer[i] = v.vertexData[i];
}
}
#endif
//------------------------------------------------------------------------------
#if defined(OPENSUBDIV_GLSL_XFB_KERNEL_EVAL_STENCILS)
uniform usamplerBuffer sizes;
uniform isamplerBuffer offsets;
uniform isamplerBuffer indices;
uniform samplerBuffer weights;
#if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES)
uniform samplerBuffer duWeights;
uniform samplerBuffer dvWeights;
#endif
uniform int batchStart = 0;
uniform int batchEnd = 0;
void main() {
int current = gl_VertexID + batchStart;
if (current>=batchEnd) {
return;
}
Vertex dst, du, dv;
clear(dst);
clear(du);
clear(dv);
int offset = texelFetch(offsets, current).x;
uint size = texelFetch(sizes, current).x;
for (int stencil=0; stencil<size; ++stencil) {
int index = texelFetch(indices, offset+stencil).x;
float weight = texelFetch(weights, offset+stencil).x;
addWithWeight(dst, readVertex( index ), weight);
#if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES)
float duWeight = texelFetch(duWeights, offset+stencil).x;
float dvWeight = texelFetch(dvWeights, offset+stencil).x;
addWithWeight(du, readVertex(index), duWeight);
addWithWeight(dv, readVertex(index), dvWeight);
#endif
}
writeVertex(dst);
#if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES)
writeDu(du);
writeDv(dv);
#endif
}
#endif
//------------------------------------------------------------------------------
#if defined(OPENSUBDIV_GLSL_XFB_KERNEL_EVAL_PATCHES)
layout (location = 0) in ivec3 patchHandles;
layout (location = 1) in vec2 patchCoords;
//struct PatchArray {
// int patchType;
// int numPatches;
// int indexBase; // an offset within the index buffer
// int primitiveIdBase; // an offset within the patch param buffer
//};
// # of patcharrays is 1 or 2.
uniform ivec4 patchArray[2];
uniform isamplerBuffer patchParamBuffer;
uniform isamplerBuffer patchIndexBuffer;
void getBSplineWeights(float t, inout vec4 point, inout vec4 deriv) {
// The four uniform cubic B-Spline basis functions evaluated at t:
float one6th = 1.0f / 6.0f;
float t2 = t * t;
float t3 = t * t2;
point.x = one6th * (1.0f - 3.0f*(t - t2) - t3);
point.y = one6th * (4.0f - 6.0f*t2 + 3.0f*t3);
point.z = one6th * (1.0f + 3.0f*(t + t2 - t3));
point.w = one6th * ( t3);
// Derivatives of the above four basis functions at t:
deriv.x = -0.5f*t2 + t - 0.5f;
deriv.y = 1.5f*t2 - 2.0f*t;
deriv.z = -1.5f*t2 + t + 0.5f;
deriv.w = 0.5f*t2;
}
uint getDepth(uint patchBits) {
return (patchBits & 0x7U);
}
float getParamFraction(uint patchBits) {
uint nonQuadRoot = (patchBits >> 3) & 0x1U;
uint depth = getDepth(patchBits);
if (nonQuadRoot == 1) {
return 1.0f / float( 1 << (depth-1) );
} else {
return 1.0f / float( 1 << depth );
}
}
vec2 normalizePatchCoord(uint patchBits, vec2 uv) {
float frac = getParamFraction(patchBits);
uint iu = (patchBits >> 22) & 0x3ffU;
uint iv = (patchBits >> 12) & 0x3ffU;
// top left corner
float pu = float(iu*frac);
float pv = float(iv*frac);
// normalize u,v coordinates
return vec2((uv.x - pu) / frac, (uv.y - pv) / frac);
}
void adjustBoundaryWeights(uint bits, inout vec4 sWeights, inout vec4 tWeights) {
uint boundary = ((bits >> 4) & 0xfU);
if ((boundary & 1U) != 0) {
tWeights[2] -= tWeights[0];
tWeights[1] += 2*tWeights[0];
tWeights[0] = 0;
}
if ((boundary & 2U) != 0) {
sWeights[1] -= sWeights[3];
sWeights[2] += 2*sWeights[3];
sWeights[3] = 0;
}
if ((boundary & 4U) != 0) {
tWeights[1] -= tWeights[3];
tWeights[2] += 2*tWeights[3];
tWeights[3] = 0;
}
if ((boundary & 8U) != 0) {
sWeights[2] -= sWeights[0];
sWeights[1] += 2*sWeights[0];
sWeights[0] = 0;
}
}
void main() {
int current = gl_VertexID;
ivec3 handle = patchHandles;
int patchIndex = handle.y;
vec2 coord = patchCoords;
ivec4 array = patchArray[handle.x];
int patchType = array.x;
int numControlVertices = 16;
uint patchBits = texelFetch(patchParamBuffer, patchIndex).y;
// normalize
coord = normalizePatchCoord(patchBits, coord);
float dScale = float(1 << getDepth(patchBits));
// if regular
float wP[20], wDs[20], wDt[20];
{
vec4 sWeights, tWeights, dsWeights, dtWeights;
getBSplineWeights(coord.s, sWeights, dsWeights);
getBSplineWeights(coord.t, tWeights, dtWeights);
adjustBoundaryWeights(patchBits, sWeights, tWeights);
adjustBoundaryWeights(patchBits, dsWeights, dtWeights);
for (int k = 0; k < 4; ++k) {
for (int l = 0; l < 4; ++l) {
wP[4*k+l] = sWeights[l] * tWeights[k];
wDs[4*k+l] = dsWeights[l] * tWeights[k] * dScale;
wDt[4*k+l] = sWeights[l] * dtWeights[k] * dScale;
}
}
}
Vertex dst, du, dv;
clear(dst);
clear(du);
clear(dv);
int indexBase = array.z + handle.z;
for (int cv = 0; cv < numControlVertices; ++cv) {
int index = texelFetch(patchIndexBuffer, indexBase + cv).x;
addWithWeight(dst, readVertex(index), wP[cv]);
addWithWeight(du, readVertex(index), wDs[cv]);
addWithWeight(dv, readVertex(index), wDt[cv]);
}
writeVertex(dst);
#if defined(OPENSUBDIV_GLSL_XFB_USE_DERIVATIVES)
writeDu(du);
writeDv(dv);
#endif
}
#endif