mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 15:20:07 +00:00
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.
398 lines
11 KiB
GLSL
398 lines
11 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 430
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subroutine void computeKernelType();
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subroutine uniform computeKernelType computeKernel;
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uniform int vertexOffset = 0; // vertex index offset for the batch
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uniform int tableOffset = 0; // offset of subdivision table
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uniform int indexStart = 0; // start index relative to tableOffset
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uniform int indexEnd = 0; // end index relative to tableOffset
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uniform int vertexBaseOffset = 0; // base vbo offset of the vertex buffer
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uniform int varyingBaseOffset = 0; // base vbo offset of the varying buffer
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uniform bool vertexPass;
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/*
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+-----+---------------------------------+-----
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n-1 | Level n |<batch range>| | n+1
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+-----+---------------------------------+-----
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^ ^ ^
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vertexOffset | |
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indexStart indexEnd
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interleaved buffer example
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+---------------------------+
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| x | y | z | r | g | b | a |
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+---------------------------+
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^
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vertexBaseOffset
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^
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varyingBaseOffset
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NUM_VERTEX_ELEMENTS = 3
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NUM_VARYING_ELEMENTS = 4
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VERTEX_STRIDE = VARYING_STRIDE = 7
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*/
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layout(binding=0) buffer vertex_buffer { float vertexBuffer[]; };
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layout(binding=1) buffer varying_buffer { float varyingBuffer[]; };
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layout(binding=2) buffer _F0_IT { int _F_IT[]; };
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layout(binding=3) buffer _F0_ITa { int _F_ITa[]; };
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layout(binding=4) buffer _E0_IT { int _E_IT[]; };
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layout(binding=5) buffer _V0_IT { int _V_IT[]; };
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layout(binding=6) buffer _V0_ITa { int _V_ITa[]; };
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layout(binding=7) buffer _E0_S { float _E_W[]; };
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layout(binding=8) buffer _V0_S { float _V_W[]; };
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layout(binding=9) buffer _editIndices_buffer { int _editIndices[]; };
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layout(binding=10) buffer _editValues_buffer { float _editValues[]; };
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layout(local_size_x=WORK_GROUP_SIZE, local_size_y=1, local_size_z=1) in;
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//--------------------------------------------------------------------------------
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struct Vertex
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{
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#if NUM_VERTEX_ELEMENTS > 0
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float vertexData[NUM_VERTEX_ELEMENTS];
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#endif
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#if NUM_VARYING_ELEMENTS > 0
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float varyingData[NUM_VARYING_ELEMENTS];
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#endif
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};
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void clear(out Vertex v)
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{
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#if NUM_VERTEX_ELEMENTS > 0
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for(int i = 0; i < NUM_VERTEX_ELEMENTS; i++) {
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v.vertexData[i] = 0;
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}
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#endif
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#if NUM_VARYING_ELEMENTS > 0
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for(int i = 0; i < NUM_VARYING_ELEMENTS; i++){
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v.varyingData[i] = 0;
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}
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#endif
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}
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Vertex readVertex(int index)
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{
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Vertex v;
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#if NUM_VERTEX_ELEMENTS > 0
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int vertexIndex = index * VERTEX_STRIDE + vertexBaseOffset;
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for (int i = 0; i < NUM_VERTEX_ELEMENTS; i++) {
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v.vertexData[i] = vertexBuffer[vertexIndex + i];
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}
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#endif
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#if NUM_VARYING_ELEMENTS > 0
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int varyingIndex = index * VARYING_STRIDE + varyingBaseOffset;
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for (int i = 0; i < NUM_VARYING_ELEMENTS; i++) {
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v.varyingData[i] = varyingBuffer[varyingIndex + i];
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}
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#endif
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return v;
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}
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void writeVertex(int index, Vertex v)
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{
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#if NUM_VERTEX_ELEMENTS > 0
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int vertexIndex = index * VERTEX_STRIDE + vertexBaseOffset;
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for (int i = 0; i < NUM_VERTEX_ELEMENTS; i++) {
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vertexBuffer[vertexIndex + i] = v.vertexData[i];
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}
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#endif
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#if NUM_VARYING_ELEMENTS > 0
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int varyingIndex = index * VARYING_STRIDE + varyingBaseOffset;
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for (int i = 0; i < NUM_VARYING_ELEMENTS; i++) {
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varyingBuffer[varyingIndex + i] = v.varyingData[i];
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}
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#endif
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}
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void addWithWeight(inout Vertex v, Vertex src, float weight)
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{
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#if NUM_VERTEX_ELEMENTS > 0
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for (int i = 0; i < NUM_VERTEX_ELEMENTS; i++) {
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v.vertexData[i] += weight * src.vertexData[i];
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}
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#endif
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}
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void addVaryingWithWeight(inout Vertex v, Vertex src, float weight)
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{
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#if NUM_VARYING_ELEMENTS > 0
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for (int i = 0; i < NUM_VARYING_ELEMENTS; i++) {
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v.varyingData[i] += weight * src.varyingData[i];
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}
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#endif
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}
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//--------------------------------------------------------------------------------
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// Face-vertices compute Kernel
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subroutine(computeKernelType)
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void catmarkComputeFace()
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{
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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int vid = i + vertexOffset;
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i += tableOffset;
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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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float weight = 1.0/n;
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Vertex dst;
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clear(dst);
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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, readVertex(index), weight);
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addVaryingWithWeight(dst, readVertex(index), weight);
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}
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writeVertex(vid, dst);
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}
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// Edge-vertices compute Kernepl
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subroutine(computeKernelType)
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void catmarkComputeEdge()
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{
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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int vid = i + vertexOffset;
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i += tableOffset;
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Vertex dst;
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clear(dst);
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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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ivec4 eidx = ivec4(eidx0, eidx1, eidx2, eidx3);
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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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addWithWeight(dst, readVertex(eidx.x), vertWeight);
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addWithWeight(dst, readVertex(eidx.y), vertWeight);
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if(eidx.z != -1){
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float faceWeight = _E_W[i*2+1];
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addWithWeight(dst, readVertex(eidx.z), faceWeight);
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addWithWeight(dst, readVertex(eidx.w), faceWeight);
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}
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addVaryingWithWeight(dst, readVertex(eidx.x), 0.5f);
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addVaryingWithWeight(dst, readVertex(eidx.y), 0.5f);
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writeVertex(vid, dst);
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}
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// Edge-vertices compute Kernel (bilinear scheme)
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subroutine(computeKernelType)
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void bilinearComputeEdge()
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{
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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int vid = i + vertexOffset;
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i += tableOffset;
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Vertex dst;
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clear(dst);
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ivec2 eidx = ivec2(_E_IT[2*i+0],
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_E_IT[2*i+1]);
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addWithWeight(dst, readVertex(eidx.x), 0.5f);
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addWithWeight(dst, readVertex(eidx.y), 0.5f);
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addVaryingWithWeight(dst, readVertex(eidx.x), 0.5f);
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addVaryingWithWeight(dst, readVertex(eidx.y), 0.5f);
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writeVertex(vid, dst);
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}
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// Vertex-vertices compute Kernel (bilinear scheme)
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subroutine(computeKernelType)
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void bilinearComputeVertex()
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{
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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int vid = i + vertexOffset;
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i += tableOffset;
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Vertex dst;
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clear(dst);
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int p = _V_ITa[i];
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addWithWeight(dst, readVertex(p), 1.0f);
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addVaryingWithWeight(dst, readVertex(p), 1.0f);
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writeVertex(vid, dst);
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}
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// Vertex-vertices compute Kernels 'A' / k_Crease and k_Corner rules
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subroutine(computeKernelType)
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void catmarkComputeVertexA()
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{
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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int vid = i + vertexOffset;
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i += tableOffset;
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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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float weight = vertexPass ? _V_W[i] : 1.0 - _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>0.0 && weight<1.0 && n > 0)
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weight=1.0-weight;
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Vertex dst;
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if(! vertexPass)
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clear(dst);
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else
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dst = readVertex(vid);
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if (eidx0==-1 || (vertexPass==false && (n==-1)) ) {
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addWithWeight(dst, readVertex(p), weight);
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} else {
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addWithWeight(dst, readVertex(p), weight * 0.75f);
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addWithWeight(dst, readVertex(eidx0), weight * 0.125f);
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addWithWeight(dst, readVertex(eidx1), weight * 0.125f);
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}
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if(! vertexPass)
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addVaryingWithWeight(dst, readVertex(p), 1);
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writeVertex(vid, dst);
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}
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// Vertex-vertices compute Kernels 'B' / k_Dart and k_Smooth rules
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subroutine(computeKernelType)
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void catmarkComputeVertexB()
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{
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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int vid = i + vertexOffset;
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i += tableOffset;
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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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float weight = _V_W[i];
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float wp = 1.0/float(n*n);
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float wv = (n-2.0) * n * wp;
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Vertex dst;
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clear(dst);
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addWithWeight(dst, readVertex(p), weight * wv);
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for(int j = 0; j < n; ++j){
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addWithWeight(dst, readVertex(_V_IT[h+j*2]), weight * wp);
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addWithWeight(dst, readVertex(_V_IT[h+j*2+1]), weight * wp);
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}
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addVaryingWithWeight(dst, readVertex(p), 1);
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writeVertex(vid, dst);
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}
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// Vertex-vertices compute Kernels 'B' / k_Dart and k_Smooth rules
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subroutine(computeKernelType)
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void loopComputeVertexB()
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{
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float PI = 3.14159265358979323846264;
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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int vid = i + vertexOffset;
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i += tableOffset;
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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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float weight = _V_W[i];
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float wp = 1.0/n;
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float beta = 0.25 * cos(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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Vertex dst;
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clear(dst);
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addWithWeight(dst, readVertex(p), weight * (1.0-(beta*n)));
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for(int j = 0; j < n; ++j){
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addWithWeight(dst, readVertex(_V_IT[h+j]), weight * beta);
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}
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addVaryingWithWeight(dst, readVertex(p), 1);
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writeVertex(vid, dst);
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}
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// vertex edit kernel
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uniform int editPrimVarOffset;
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uniform int editPrimVarWidth;
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subroutine(computeKernelType)
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void editAdd()
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{
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int i = int(gl_GlobalInvocationID.x) + indexStart;
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if (i >= indexEnd) return;
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i += tableOffset;
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int v = _editIndices[i];
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Vertex dst = readVertex(v + vertexOffset);
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// seemingly we can't iterate dynamically over vertexData[n]
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// due to mysterious glsl runtime limitation...?
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#if NUM_VERTEX_ELEMENTS > 0
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for (int j = 0; j < NUM_VERTEX_ELEMENTS; ++j) {
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float editValue = _editValues[i*editPrimVarWidth + min(j, editPrimVarWidth)];
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editValue *= float(j >= editPrimVarOffset);
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editValue *= float(j < (editPrimVarWidth + editPrimVarOffset));
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dst.vertexData[j] += editValue;
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}
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writeVertex(v + vertexOffset, dst);
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#endif
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}
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void main()
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{
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// call subroutine
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computeKernel();
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}
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