mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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c399655dcc
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
121 lines
3.3 KiB
GLSL
121 lines
3.3 KiB
GLSL
//
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// Copyright 2013 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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#version 420
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subroutine void computeKernelType();
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subroutine uniform computeKernelType computeKernel;
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//------------------------------------------------------------------------------
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uniform samplerBuffer vertexBuffer;
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out float outVertexBuffer[LENGTH];
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uniform isamplerBuffer sizes;
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uniform isamplerBuffer offsets;
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uniform isamplerBuffer indices;
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uniform samplerBuffer weights;
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uniform int batchStart = 0;
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uniform int batchEnd = 0;
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uniform int primvarOffset = 0;
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//------------------------------------------------------------------------------
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struct Vertex {
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float vertexData[LENGTH];
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};
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void clear(out Vertex v) {
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for (int i = 0; i < LENGTH; i++) {
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v.vertexData[i] = 0;
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}
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}
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void addWithWeight(inout Vertex v, Vertex src, float weight) {
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for(int i = 0; i < LENGTH; i++) {
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v.vertexData[i] += weight * src.vertexData[i];
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}
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}
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Vertex readVertex(int index) {
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Vertex v;
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int vertexIndex = primvarOffset + index * STRIDE;
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for(int i = 0; i < LENGTH; i++) {
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v.vertexData[i] = texelFetch(vertexBuffer, vertexIndex+i).x;
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}
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return v;
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}
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void copyVertex(out Vertex dst, int index) {
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for(int i = 0; i < LENGTH; i++) {
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dst.vertexData[i] = texelFetch(vertexBuffer, index*STRIDE+i).x;
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}
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}
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void writeVertex(Vertex v) {
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for(int i = 0; i < LENGTH; i++) {
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outVertexBuffer[i] = v.vertexData[i];
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}
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}
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//------------------------------------------------------------------------------
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subroutine(computeKernelType)
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void computeStencil() {
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int current = gl_VertexID + batchStart;
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if (current>batchEnd) {
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return;
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}
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Vertex dst;
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clear(dst);
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int offset = texelFetch(offsets, current).x,
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size = texelFetch(sizes, current).x;
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for (int i=0; i<size; ++i) {
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int index = texelFetch(indices, offset+i).x;
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float weight = texelFetch(weights, offset+i).x;
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addWithWeight(dst, readVertex( index ), weight);
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}
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// the vertex buffer contains our control vertices at the beginning: don't
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// stomp on those !
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writeVertex(dst);
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}
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//------------------------------------------------------------------------------
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void main() {
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// call subroutine
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computeKernel();
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}
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//------------------------------------------------------------------------------
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