mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
c185968809
This allows us to remove unnecessary directives to require GL_EXT_gpu_shader4
487 lines
14 KiB
GLSL
487 lines
14 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.Common
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//----------------------------------------------------------
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#ifndef OSD_NUM_VARYINGS
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#define OSD_NUM_VARYINGS 0
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#endif
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#define M_PI 3.14159265359f
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struct ControlVertex {
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vec4 position;
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centroid vec4 patchCoord; // u, v, level, faceID
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ivec4 ptexInfo; // U offset, V offset, 2^ptexlevel', rotation
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ivec3 clipFlag;
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#if OSD_NUM_VARYINGS > 0
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float varyings[OSD_NUM_VARYINGS];
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#endif
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};
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struct OutputVertex {
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vec4 position;
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vec3 normal;
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vec3 tangent;
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centroid vec4 patchCoord; // u, v, level, faceID
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centroid vec2 tessCoord; // tesscoord.st
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noperspective vec4 edgeDistance;
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#if OSD_NUM_VARYINGS > 0
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float varyings[OSD_NUM_VARYINGS];
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#endif
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};
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struct GregControlVertex {
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vec3 position;
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vec3 hullPosition;
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ivec3 clipFlag;
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int valence;
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vec3 e0;
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vec3 e1;
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uint zerothNeighbor;
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vec3 org;
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#if OSD_MAX_VALENCE > 0
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vec3 r[OSD_MAX_VALENCE];
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#endif
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};
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struct GregEvalVertex {
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vec3 position;
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vec3 Ep;
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vec3 Em;
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vec3 Fp;
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vec3 Fm;
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centroid vec4 patchCoord;
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ivec4 ptexInfo;
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#if OSD_NUM_VARYINGS > 0
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float varyings[OSD_NUM_VARYINGS];
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#endif
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};
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layout(std140) uniform Transform {
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mat4 ModelViewMatrix;
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mat4 ProjectionMatrix;
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mat4 ModelViewProjectionMatrix;
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mat4 ModelViewInverseMatrix;
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#ifdef OSD_USER_TRANSFORM_UNIFORMS
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OSD_USER_TRANSFORM_UNIFORMS
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#endif
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};
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layout(std140) uniform Tessellation {
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float TessLevel;
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};
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//layout(std140) uniform PrimitiveBufferOffset {
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uniform int GregoryQuadOffsetBase;
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uniform int LevelBase;
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//};
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float GetTessLevel(int patchLevel)
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{
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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return TessLevel;
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#else
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return TessLevel / pow(2, patchLevel-1);
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#endif
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}
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float GetPostProjectionSphereExtent(vec3 center, float diameter)
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{
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vec4 p = ProjectionMatrix * vec4(center, 1.0);
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return abs(diameter * ProjectionMatrix[1][1] / p.w);
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}
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float TessAdaptive(vec3 p0, vec3 p1, int patchLevel)
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{
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// Adaptive factor can be any computation that depends only on arg values.
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// Project the diameter of the edge's bounding sphere instead of using the
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// length of the projected edge itself to avoid problems near silhouettes.
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vec3 center = (p0 + p1) / 2.0;
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float diameter = distance(p0, p1);
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return max(1.0, TessLevel * GetPostProjectionSphereExtent(center, diameter));
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}
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#ifndef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK
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#endif
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uniform isamplerBuffer g_ptexIndicesBuffer;
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int GetPatchLevel()
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{
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ivec2 ptexIndex = texelFetch(g_ptexIndicesBuffer,
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gl_PrimitiveID + LevelBase).xy;
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return (ptexIndex.y & 0xf);
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}
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#define OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER \
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{ \
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ivec2 ptexIndex = texelFetch(g_ptexIndicesBuffer, \
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gl_PrimitiveID + LevelBase).xy; \
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int faceID = ptexIndex.x; \
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int lv = 1 << (ptexIndex.y & 0xf); \
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int u = (ptexIndex.y >> 17) & 0x3ff; \
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int v = (ptexIndex.y >> 7) & 0x3ff; \
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int rotation = (ptexIndex.y >> 5) & 0x3; \
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output[ID].v.patchCoord.w = faceID+0.5; \
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output[ID].v.ptexInfo = ivec4(u, v, lv, rotation); \
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}
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#define OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER \
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{ \
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vec2 uv = output.v.patchCoord.xy; \
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ivec2 p = input[0].v.ptexInfo.xy; \
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int lv = input[0].v.ptexInfo.z; \
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int rot = input[0].v.ptexInfo.w; \
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output.v.tessCoord.xy = uv; \
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uv.xy = float(rot==0)*uv.xy \
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+ float(rot==1)*vec2(1.0-uv.y, uv.x) \
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+ float(rot==2)*vec2(1.0-uv.x, 1.0-uv.y) \
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+ float(rot==3)*vec2(uv.y, 1.0-uv.x); \
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output.v.patchCoord.xy = (uv * vec2(1.0)/lv) + vec2(p.x, p.y)/lv; \
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}
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#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE) \
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{ \
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int rot = (input[0].v.ptexInfo.w + 4 - ROTATE)%4; \
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if (rot == 1) { \
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output.v.tangent = -normalize(Tangent); \
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} else if (rot == 2) { \
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output.v.tangent = -normalize(BiTangent); \
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} else if (rot == 3) { \
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output.v.tangent = normalize(Tangent); \
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} else { \
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output.v.tangent = normalize(BiTangent); \
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} \
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}
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#ifdef OSD_ENABLE_PATCH_CULL
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
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vec4 clipPos = ModelViewProjectionMatrix * P; \
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bvec3 clip0 = lessThan(clipPos.xyz, vec3(clipPos.w)); \
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bvec3 clip1 = greaterThan(clipPos.xyz, -vec3(clipPos.w)); \
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output.v.clipFlag = ivec3(clip0) + 2*ivec3(clip1); \
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#define OSD_PATCH_CULL(N) \
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ivec3 clipFlag = ivec3(0); \
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for(int i = 0; i < N; ++i) { \
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clipFlag |= input[i].v.clipFlag; \
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} \
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if (clipFlag != ivec3(3) ) { \
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gl_TessLevelInner[0] = 0; \
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gl_TessLevelInner[1] = 0; \
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gl_TessLevelOuter[0] = 0; \
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gl_TessLevelOuter[1] = 0; \
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gl_TessLevelOuter[2] = 0; \
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gl_TessLevelOuter[3] = 0; \
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return; \
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}
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#else
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
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#define OSD_PATCH_CULL(N)
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#endif
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// ----------------------------------------------------------------------------
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//----------------------------------------------------------
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// Patches.Coefficients
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//----------------------------------------------------------
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// Regular
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uniform mat4 Q = mat4(
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1.f/6.f, 2.f/3.f, 1.f/6.f, 0.f,
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0.f, 2.f/3.f, 1.f/3.f, 0.f,
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0.f, 1.f/3.f, 2.f/3.f, 0.f,
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0.f, 1.f/6.f, 2.f/3.f, 1.f/6.f
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);
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// Boundary
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uniform mat4x3 B = mat4x3(
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1.0f, 0.0f, 0.0f,
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2.f/3.f, 1.f/3.f, 0.0f,
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1.f/3.f, 2.f/3.f, 0.0f,
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1.f/6.f, 2.f/3.f, 1.f/6.f
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);
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// Corner
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uniform mat4 R = mat4(
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1.f/6.f, 2.f/3.f, 1.f/6.f, 0.0f,
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0.0f, 2.f/3.f, 1.f/3.f, 0.0f,
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0.0f, 1.f/3.f, 2.f/3.f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f
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);
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#if OSD_MAX_VALENCE<=10
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uniform float ef[7] = {
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0.813008, 0.500000, 0.363636, 0.287505,
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0.238692, 0.204549, 0.179211
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};
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#else
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uniform float ef[27] = {
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0.812816, 0.500000, 0.363644, 0.287514,
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0.238688, 0.204544, 0.179229, 0.159657,
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0.144042, 0.131276, 0.120632, 0.111614,
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0.103872, 0.09715, 0.0912559, 0.0860444,
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0.0814022, 0.0772401, 0.0734867, 0.0700842,
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0.0669851, 0.0641504, 0.0615475, 0.0591488,
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0.0569311, 0.0548745, 0.0529621
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};
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#endif
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float csf(uint n, uint j)
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{
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if (j%2 == 0) {
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return cos((2.0f * M_PI * float(float(j-0)/2.0f))/(float(n)+3.0f));
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} else {
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return sin((2.0f * M_PI * float(float(j-1)/2.0f))/(float(n)+3.0f));
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}
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}
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void
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Univar4x4(in float u, out float B[4], out float D[4])
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{
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float t = u;
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float s = 1.0f - u;
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float A0 = s * s;
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float A1 = 2 * s * t;
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float A2 = t * t;
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B[0] = s * A0;
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B[1] = t * A0 + s * A1;
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B[2] = t * A1 + s * A2;
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B[3] = t * A2;
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D[0] = - A0;
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D[1] = A0 - A1;
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D[2] = A1 - A2;
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D[3] = A2;
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}
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vec4
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EvalBSpline(vec2 uv, vec4 cp[16])
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{
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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(0.0f, 0.0f, 0.0f);
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DUCP[i] = vec3(0.0f, 0.0f, 0.0f);
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for (int j=0; j<4; ++j) {
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/*
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#if ROTATE == 1
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vec3 A = cp[4*(3-j) + (3-j)].xyz;
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#elif ROTATE == 2
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vec3 A = cp[4*i + (3-j)].xyz;
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#elif ROTATE == 3
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vec3 A = cp[4*j + i].xyz;
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#else
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vec3 A = cp[4*i + j].xyz;
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#endif
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*/
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vec3 A = cp[4*i + j].xyz;
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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 val = vec3(0);
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Univar4x4(uv.y, B, D);
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for (int i=0; i<4; ++i) {
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val += B[i] * BUCP[i];
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}
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return vec4(val, 1);
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}
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void EvalBSpline(vec2 uv, vec3 cp[16],
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out vec3 position,
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out vec3 utangent,
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out vec3 vtangent)
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{
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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 ROTATE == 1
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vec3 A = cp[4*(3-j) + (3-i)];
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#elif ROTATE == 2
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vec3 A = cp[4*i + (3-j)];
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#elif ROTATE == 3
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vec3 A = cp[4*j + i];
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#else
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vec3 A = cp[4*i + j];
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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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position = vec3(0);
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utangent = vec3(0);
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vtangent = vec3(0);
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Univar4x4(uv.y, B, D);
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for (int i=0; i<4; ++i) {
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position += B[i] * BUCP[i];
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utangent += B[i] * DUCP[i];
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vtangent += D[i] * BUCP[i];
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}
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}
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vec4 EvalGregory(vec2 uv, GregEvalVertex ev[4])
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{
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float u = uv.x;
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float v = uv.y;
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vec3 p[20];
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p[0] = ev[0].position;
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p[1] = ev[0].Ep;
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p[2] = ev[0].Em;
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p[3] = ev[0].Fp;
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p[4] = ev[0].Fm;
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p[5] = ev[1].position;
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p[6] = ev[1].Ep;
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p[7] = ev[1].Em;
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p[8] = ev[1].Fp;
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p[9] = ev[1].Fm;
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p[10] = ev[2].position;
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p[11] = ev[2].Ep;
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p[12] = ev[2].Em;
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p[13] = ev[2].Fp;
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p[14] = ev[2].Fm;
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p[15] = ev[3].position;
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p[16] = ev[3].Ep;
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p[17] = ev[3].Em;
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p[18] = ev[3].Fp;
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p[19] = ev[3].Fm;
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vec3 q[16];
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float U = 1-u, V=1-v;
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float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
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float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
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float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
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float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
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q[ 5] = (u*p[3] + v*p[4])/d11;
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q[ 6] = (U*p[9] + v*p[8])/d12;
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q[ 9] = (u*p[19] + V*p[18])/d21;
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q[10] = (U*p[13] + V*p[14])/d22;
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q[ 0] = p[0];
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q[ 1] = p[1];
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q[ 2] = p[7];
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q[ 3] = p[5];
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q[ 4] = p[2];
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q[ 7] = p[6];
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q[ 8] = p[16];
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q[11] = p[12];
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q[12] = p[15];
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q[13] = p[17];
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q[14] = p[11];
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q[15] = p[10];
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float B[4], D[4];
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Univar4x4(u, 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, 0, 0);
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DUCP[i] = vec3(0, 0, 0);
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for (uint j=0; j<4; ++j) {
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// reverse face front
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vec3 A = q[i + 4*j];
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
|
|
}
|
|
}
|
|
|
|
vec3 WorldPos = vec3(0);
|
|
|
|
Univar4x4(v, B, D);
|
|
|
|
for (uint i=0; i<4; ++i) {
|
|
WorldPos += B[i] * BUCP[i];
|
|
}
|
|
return vec4(WorldPos, 1);
|
|
}
|