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https://github.com/PixarAnimationStudios/OpenSubdiv
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ee061291b7
All kernels take offset/length/stride to apply subdivision partially in each vertex elements. Also the offset can be used for client-based VBO aggregation, without modifying index buffers. This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc. However, gregory patch shader fetches vertex buffer via texture buffer, which index should also be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility issue as clients can provide it in their way at least for the time being.
375 lines
12 KiB
Common Lisp
375 lines
12 KiB
Common Lisp
//
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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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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // fix for OSX 10.8 (M_PI is in the Khronos standard...)
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#endif
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struct Vertex
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{
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float v[VERTEX_STRIDE];
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};
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struct Varying
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{
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float v[VARYING_STRIDE];
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};
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static void clearVertex(struct Vertex *vertex) {
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for (int i = 0; i < NUM_VERTEX_ELEMENTS; i++) {
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vertex->v[i] = 0;
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}
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}
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static void clearVarying(struct Varying *varying) {
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for (int i = 0; i < NUM_VARYING_ELEMENTS; i++) {
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varying->v[i] = 0;
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}
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}
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static void addWithWeight(struct Vertex *dst,
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__global float *srcOrigin,
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int index, float weight) {
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__global float *src = srcOrigin + index * VERTEX_STRIDE;
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for (int i = 0; i < NUM_VERTEX_ELEMENTS; ++i) {
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dst->v[i] += src[i] * weight;
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}
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}
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static void addVaryingWithWeight(struct Varying *dst,
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__global float *srcOrigin,
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int index, float weight) {
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__global float *src = srcOrigin + index * VARYING_STRIDE;
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for (int i = 0; i < NUM_VARYING_ELEMENTS; ++i) {
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dst->v[i] += src[i] * weight;
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}
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}
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static void writeVertex(__global float *dstOrigin,
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int index,
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struct Vertex *src) {
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__global float *dst = dstOrigin + index * VERTEX_STRIDE;
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for (int i = 0; i < NUM_VERTEX_ELEMENTS; ++i) {
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dst[i] = src->v[i];
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}
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}
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static void writeVarying(__global float *dstOrigin,
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int index,
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struct Varying *src) {
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__global float *dst = dstOrigin + index * VARYING_STRIDE;
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for (int i = 0; i < NUM_VARYING_ELEMENTS; ++i) {
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dst[i] = src->v[i];
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}
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}
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__kernel void computeBilinearEdge(__global float *vertex,
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__global float *varying,
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__global int *E_IT,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset,
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int start, int end) {
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int i = start + get_global_id(0) + tableOffset;
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int vid = start + get_global_id(0) + offset;
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int eidx0 = E_IT[2*i+0];
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int eidx1 = E_IT[2*i+1];
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vertex += vertexOffset;
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varying += (varying ? varyingOffset :0);
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struct Vertex dst;
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struct Varying dstVarying;
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clearVertex(&dst);
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clearVarying(&dstVarying);
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addWithWeight(&dst, vertex, eidx0, 0.5f);
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addWithWeight(&dst, vertex, eidx1, 0.5f);
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writeVertex(vertex, vid, &dst);
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if (varying) {
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addVaryingWithWeight(&dstVarying, varying, eidx0, 0.5f);
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addVaryingWithWeight(&dstVarying, varying, eidx1, 0.5f);
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writeVarying(varying, vid, &dstVarying);
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}
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}
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__kernel void computeBilinearVertex(__global float *vertex,
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__global float *varying,
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__global int *V_ITa,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset,
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int start, int end) {
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int i = start + get_global_id(0) + tableOffset;
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int vid = start + get_global_id(0) + offset;
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vertex += vertexOffset;
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varying += (varying ? varyingOffset :0);
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int p = V_ITa[i];
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struct Vertex dst;
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clearVertex(&dst);
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addWithWeight(&dst, vertex, p, 1.0f);
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writeVertex(vertex, vid, &dst);
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if (varying) {
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struct Varying dstVarying;
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clearVarying(&dstVarying);
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addVaryingWithWeight(&dstVarying, varying, p, 1.0f);
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writeVarying(varying, vid, &dstVarying);
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}
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}
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// ---------------------------------------------------------------------------
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__kernel void computeFace(__global float *vertex,
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__global float *varying,
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__global int *F_IT,
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__global int *F_ITa,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset,
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int start, int end) {
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int i = start + get_global_id(0) + tableOffset;
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int vid = start + get_global_id(0) + offset;
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int h = F_ITa[2*i];
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int n = F_ITa[2*i+1];
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vertex += vertexOffset;
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varying += (varying ? varyingOffset :0);
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float weight = 1.0f/n;
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struct Vertex dst;
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struct Varying dstVarying;
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clearVertex(&dst);
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clearVarying(&dstVarying);
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for (int j=0; j<n; ++j) {
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int index = F_IT[h+j];
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addWithWeight(&dst, vertex, index, weight);
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if (varying) {
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addVaryingWithWeight(&dstVarying, varying, index, weight);
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}
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}
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writeVertex(vertex, vid, &dst);
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if (varying) writeVarying(varying, vid, &dstVarying);
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}
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__kernel void computeEdge(__global float *vertex,
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__global float *varying,
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__global int *E_IT,
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__global float *E_W,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset,
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int start, int end) {
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int i = start + get_global_id(0) + tableOffset;
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int vid = start + get_global_id(0) + offset;
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int eidx0 = E_IT[4*i+0];
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int eidx1 = E_IT[4*i+1];
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int eidx2 = E_IT[4*i+2];
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int eidx3 = E_IT[4*i+3];
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vertex += vertexOffset;
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varying += (varying ? varyingOffset :0);
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float vertWeight = E_W[i*2+0];
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// Fully sharp edge : vertWeight = 0.5f;
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struct Vertex dst;
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struct Varying dstVarying;
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clearVertex(&dst);
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clearVarying(&dstVarying);
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addWithWeight(&dst, vertex, eidx0, vertWeight);
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addWithWeight(&dst, vertex, eidx1, vertWeight);
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if (eidx2 > -1) {
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float faceWeight = E_W[i*2+1];
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addWithWeight(&dst, vertex, eidx2, faceWeight);
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addWithWeight(&dst, vertex, eidx3, faceWeight);
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}
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writeVertex(vertex, vid, &dst);
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if (varying) {
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addVaryingWithWeight(&dstVarying, varying, eidx0, 0.5f);
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addVaryingWithWeight(&dstVarying, varying, eidx1, 0.5f);
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writeVarying(varying, vid, &dstVarying);
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}
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}
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__kernel void computeVertexA(__global float *vertex,
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__global float *varying,
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__global int *V_ITa,
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__global float *V_W,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset,
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int start, int end, int pass) {
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int i = start + get_global_id(0) + tableOffset;
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int vid = start + get_global_id(0) + offset;
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int n = V_ITa[5*i+1];
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int p = V_ITa[5*i+2];
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int eidx0 = V_ITa[5*i+3];
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int eidx1 = V_ITa[5*i+4];
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vertex += vertexOffset;
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varying += (varying ? varyingOffset :0);
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float weight = (pass==1) ? V_W[i] : 1.0f - V_W[i];
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// In the case of fractional weight, the weight must be inverted since
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// the value is shared with the k_Smooth kernel (statistically the
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// k_Smooth kernel runs much more often than this one)
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if (weight>0.0f && weight<1.0f && n > 0)
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weight=1.0f-weight;
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struct Vertex dst;
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clearVertex(&dst);
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if (pass)
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addWithWeight(&dst, vertex, vid, 1.0f); // copy previous result
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if (eidx0==-1 || (pass==0 && (n==-1)) ) {
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addWithWeight(&dst, vertex, p, weight);
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} else {
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addWithWeight(&dst, vertex, p, weight * 0.75f);
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addWithWeight(&dst, vertex, eidx0, weight * 0.125f);
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addWithWeight(&dst, vertex, eidx1, weight * 0.125f);
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}
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writeVertex(vertex, vid, &dst);
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if (! pass && varying) {
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struct Varying dstVarying;
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clearVarying(&dstVarying);
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addVaryingWithWeight(&dstVarying, varying, p, 1.0f);
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writeVarying(varying, vid, &dstVarying);
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}
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}
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__kernel void computeVertexB(__global float *vertex,
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__global float *varying,
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__global int *V_ITa,
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__global int *V_IT,
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__global float *V_W,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset,
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int start, int end) {
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int i = start + get_global_id(0) + tableOffset;
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int vid = start + get_global_id(0) + offset;
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int h = V_ITa[5*i];
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int n = V_ITa[5*i+1];
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int p = V_ITa[5*i+2];
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vertex += vertexOffset;
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varying += (varying ? varyingOffset :0);
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float weight = V_W[i];
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float wp = 1.0f/(float)(n*n);
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float wv = (n-2.0f) * n * wp;
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struct Vertex dst;
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clearVertex(&dst);
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addWithWeight(&dst, vertex, p, weight * wv);
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for (int j = 0; j < n; ++j) {
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addWithWeight(&dst, vertex, V_IT[h+j*2], weight * wp);
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addWithWeight(&dst, vertex, V_IT[h+j*2+1], weight * wp);
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}
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writeVertex(vertex, vid, &dst);
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if (varying) {
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struct Varying dstVarying;
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clearVarying(&dstVarying);
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addVaryingWithWeight(&dstVarying, varying, p, 1.0f);
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writeVarying(varying, vid, &dstVarying);
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}
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}
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__kernel void computeLoopVertexB(__global float *vertex,
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__global float *varying,
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__global int *V_ITa,
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__global int *V_IT,
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__global float *V_W,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset,
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int start, int end) {
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int i = start + get_global_id(0) + tableOffset;
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int vid = start + get_global_id(0) + offset;
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int h = V_ITa[5*i];
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int n = V_ITa[5*i+1];
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int p = V_ITa[5*i+2];
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vertex += vertexOffset;
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varying += (varying ? varyingOffset :0);
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float weight = V_W[i];
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float wp = 1.0f/(float)(n);
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float beta = 0.25f * cos((float)(M_PI) * 2.0f * wp) + 0.375f;
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beta = beta * beta;
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beta = (0.625f - beta) * wp;
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struct Vertex dst;
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clearVertex(&dst);
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addWithWeight(&dst, vertex, p, weight * (1.0f - (beta * n)));
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for (int j = 0; j < n; ++j) {
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addWithWeight(&dst, vertex, V_IT[h+j], weight * beta);
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}
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writeVertex(vertex, vid, &dst);
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if (varying) {
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struct Varying dstVarying;
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clearVarying(&dstVarying);
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addVaryingWithWeight(&dstVarying, varying, p, 1.0f);
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writeVarying(varying, vid, &dstVarying);
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}
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}
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__kernel void editVertexAdd(__global float *vertex,
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__global int *editIndices,
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__global float *editValues,
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int vertexOffset,
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int primVarOffset,
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int primVarWidth,
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int offset, int tableOffset,
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int start, int end) {
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int i = start + get_global_id(0) + tableOffset;
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int v = editIndices[i];
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int eid = start + get_global_id(0);
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vertex += vertexOffset;
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vertex += v * VERTEX_STRIDE + primVarOffset;
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for (int j = 0; j < primVarWidth; ++j) {
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vertex[j] += editValues[eid*primVarWidth + j];
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}
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}
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