OpenSubdiv/opensubdiv/osd/glslPatchTransition.glsl
David G Yu e1930e58cd Fixed some glsl preprocessor tests
Changed #if --> #ifdef for OSD_ENABLE_SCREENSPACE_TESSELLATION
2013-06-10 16:21:47 -07:00

802 lines
25 KiB
GLSL

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.Coefficients
//----------------------------------------------------------
#if defined(CASE00) || defined(CASE01) || defined(CASE02) || defined(CASE10) || defined(CASE11) || defined(CASE12) || defined(CASE13) || defined(CASE21) || defined(CASE22) || defined(CASE23)
#define TRIANGLE
#else
#undef TRIANGLE
#endif
//----------------------------------------------------------
// Patches.TessVertex
//----------------------------------------------------------
#ifdef PATCH_VERTEX_SHADER
layout (location=0) in vec4 position;
out block {
ControlVertex v;
} output;
void main() {
output.v.position = ModelViewMatrix * position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
#if OSD_NUM_VARYINGS > 0
for (int i = 0; i < OSD_NUM_VARYINGS; ++i)
output.v.varyings[i] = varyings[i];
#endif
}
#endif
//----------------------------------------------------------
// Patches.TessControlTransition
//----------------------------------------------------------
#ifdef PATCH_TESS_CONTROL_TRANSITION_SHADER
layout(vertices = 16) out;
in block {
ControlVertex v;
} input[];
out block {
ControlVertex v;
} output[];
#define ID gl_InvocationID
void main()
{
#if defined BOUNDARY
int i = ID/4;
int j = ID%4;
#if defined(CASE20) || defined(CASE21) || defined(CASE22) || defined(CASE23)
#else
i = 3 - i;
#endif
vec3 H[3];
for (int l=0; l<3 ;l++) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; k++) {
float c = Q[i][k];
H[l] += c*input[l*4 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<3; k++) {
pos += B[j][k]*H[k];
}
#elif defined CORNER
int i = ID/4;
int j = ID%4;
vec3 H[3];
for (int l=0; l<3; l++) {
H[l] = vec3(0,0,0);
for (int k=0; k<3; k++) {
float c = B[i][2-k];
H[l] += c*input[l*3 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<3; k++) {
pos += B[j][k]*H[k];
}
#else // not BOUNDARY, not CORNER
int i = ID/4;
int j = ID%4;
vec3 H[4];
for (int l=0; l<4; l++) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; k++) {
float c = Q[i][k];
H[l] += c*input[l*4 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<4; k++) {
pos += Q[j][k]*H[k];
}
#endif
output[ID].v.position = vec4(pos, 1.0);
int patchLevel = GetPatchLevel();
output[ID].v.patchCoord = vec4(0, 0,
patchLevel+0.5,
gl_PrimitiveID+LevelBase+0.5);
OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
if (ID == 0) {
OSD_PATCH_CULL(16);
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
// These tables map the 9, 12, or 16 input control points onto the
// canonical 16 control points for a regular patch.
#if defined BOUNDARY
const int p[16] = int[]( 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 );
#elif defined CORNER
const int p[16] = int[]( 0, 1, 2, 2, 0, 1, 2, 2, 3, 4, 5, 5, 6, 7, 8, 8 );
#else
const int p[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
#endif
#if ROTATE == 0
const int r[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
#elif ROTATE == 1
const int r[16] = int[]( 12, 8, 4, 0, 13, 9, 5, 1, 14, 10, 6, 2, 15, 11, 7, 3 );
#elif ROTATE == 2
const int r[16] = int[]( 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 );
#elif ROTATE == 3
const int r[16] = int[]( 3, 7, 11, 15, 2, 6, 10, 14, 1, 5, 9, 13, 0, 4, 8, 12 );
#endif
// Expand and rotate control points using remapping tables above
vec3 pv0 = input[p[r[0]]].v.position.xyz;
vec3 pv1 = input[p[r[1]]].v.position.xyz;
vec3 pv2 = input[p[r[2]]].v.position.xyz;
vec3 pv3 = input[p[r[3]]].v.position.xyz;
vec3 pv4 = input[p[r[4]]].v.position.xyz;
vec3 pv5 = input[p[r[5]]].v.position.xyz;
vec3 pv6 = input[p[r[6]]].v.position.xyz;
vec3 pv7 = input[p[r[7]]].v.position.xyz;
vec3 pv8 = input[p[r[8]]].v.position.xyz;
vec3 pv9 = input[p[r[9]]].v.position.xyz;
vec3 pv10 = input[p[r[10]]].v.position.xyz;
vec3 pv11 = input[p[r[11]]].v.position.xyz;
vec3 pv12 = input[p[r[12]]].v.position.xyz;
vec3 pv13 = input[p[r[13]]].v.position.xyz;
vec3 pv14 = input[p[r[14]]].v.position.xyz;
vec3 pv15 = input[p[r[15]]].v.position.xyz;
// Each edge of a transition patch is adjacent to one or two
// patches at the next refined level of subdivision.
// Compute the corresponding vertex-vertex and edge-vertex refined
// points along the edges of the patch using Catmull-Clark subdivision
// stencil weights.
// For simplicity, we let the optimizer discard unused computation.
vec3 vv0 = (pv0 + pv2 + pv8 + pv10) * 0.015625 +
(pv1 + pv4 + pv6 + pv9) * 0.09375 + pv5 * 0.5625;
vec3 ev01 = (pv1 + pv2 + pv9 + pv10) * 0.0625 + (pv5 + pv6) * 0.375;
vec3 vv1 = (pv1 + pv3 + pv9 + pv11) * 0.015625 +
(pv2 + pv5 + pv7 + pv10) * 0.09375 + pv6 * 0.5625;
vec3 ev12 = (pv5 + pv7 + pv9 + pv11) * 0.0625 + (pv6 + pv10) * 0.375;
vec3 vv2 = (pv5 + pv7 + pv13 + pv15) * 0.015625 +
(pv6 + pv9 + pv11 + pv14) * 0.09375 + pv10 * 0.5625;
vec3 ev23 = (pv5 + pv6 + pv13 + pv14) * 0.0625 + (pv9 + pv10) * 0.375;
vec3 vv3 = (pv4 + pv6 + pv12 + pv14) * 0.015625 +
(pv5 + pv8 + pv10 + pv13) * 0.09375 + pv9 * 0.5625;
vec3 ev30 = (pv4 + pv6 + pv8 + pv10) * 0.0625 + (pv5 + pv9) * 0.375;
// The vertices along boundaries and at corners are refined specially.
#if defined BOUNDARY
#if ROTATE == 0
vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
#elif ROTATE == 1
vv1 = (pv2 + pv10) * 0.125 + pv6 * 0.75;
vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
#elif ROTATE == 2
vv2 = (pv9 + pv11) * 0.125 + pv10 * 0.75;
vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
#elif ROTATE == 3
vv3 = (pv5 + pv13) * 0.125 + pv9 * 0.75;
vv0 = (pv1 + pv9) * 0.125 + pv5 * 0.75;
#endif
#elif defined CORNER
#if ROTATE == 0
vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
vv1 = pv6;
vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
#elif ROTATE == 1
vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
vv2 = pv10;
vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
#elif ROTATE == 2
vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
vv3 = pv9;
vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
#elif ROTATE == 3
vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
vv0 = pv5;
vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
#endif
#endif
#ifdef CASE00
gl_TessLevelOuter[0] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
gl_TessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
gl_TessLevelOuter[2] = TessAdaptive(pv9, pv10, patchLevel);
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
#endif
#ifdef CASE01
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
gl_TessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
gl_TessLevelOuter[2] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE02
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
gl_TessLevelOuter[1] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
gl_TessLevelOuter[2] = TessAdaptive(pv5, pv9, patchLevel);
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE10
gl_TessLevelOuter[0] = TessAdaptive(pv6, pv10, patchLevel);
gl_TessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel);
gl_TessLevelOuter[2] = TessAdaptive(ev01, vv1, patchLevel+1);
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1]) * 0.25;
#endif
#ifdef CASE11
gl_TessLevelOuter[0] = TessAdaptive(pv9, pv10, patchLevel);
gl_TessLevelOuter[1] = TessAdaptive(ev30, vv3, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(ev30, pv10, patchLevel);
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE12
gl_TessLevelOuter[0] = TessAdaptive(ev30, vv0, patchLevel+1);
gl_TessLevelOuter[1] = TessAdaptive(ev01, vv0, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE13
gl_TessLevelOuter[0] = TessAdaptive(ev01, pv10, patchLevel);
gl_TessLevelOuter[1] = TessAdaptive(ev30, pv10, patchLevel);
gl_TessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE20
gl_TessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
gl_TessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(pv5, pv6, patchLevel);
gl_TessLevelOuter[3] = TessAdaptive(ev12, vv1, patchLevel+1);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#endif
#ifdef CASE21
gl_TessLevelOuter[0] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
gl_TessLevelOuter[1] = TessAdaptive(ev23, vv3, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(ev30, vv3, patchLevel+1);
gl_TessLevelInner[0] =
(gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
#endif
#ifdef CASE22
gl_TessLevelOuter[0] = TessAdaptive(ev12, vv2, patchLevel+1);
gl_TessLevelOuter[1] = TessAdaptive(ev23, vv2, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1]) * 0.5;
#endif
#ifdef CASE23
gl_TessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
gl_TessLevelOuter[1] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
gl_TessLevelOuter[2] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
gl_TessLevelInner[0] =
(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
#endif
#ifdef CASE30
gl_TessLevelOuter[0] = TessAdaptive(ev30, ev12, patchLevel) * 0.5;
gl_TessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(ev01, vv0, patchLevel+1);
gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#endif
#ifdef CASE31
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
gl_TessLevelOuter[1] = TessAdaptive(ev12, vv1, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#endif
#ifdef CASE32
gl_TessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
gl_TessLevelOuter[1] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
gl_TessLevelOuter[3] = TessAdaptive(ev30, vv3, patchLevel+1);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#endif
#ifdef CASE33
gl_TessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
gl_TessLevelOuter[1] = TessAdaptive(ev12, vv2, patchLevel+1);
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
gl_TessLevelOuter[3] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#endif
#ifdef CASE40
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
gl_TessLevelOuter[1] = TessAdaptive(ev01, ev23, patchLevel);
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
gl_TessLevelOuter[3] = TessAdaptive(pv5, pv9, patchLevel);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#endif
#ifdef CASE41
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
gl_TessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#endif
#else
float TessAmount = GetTessLevel(patchLevel);
#ifdef CASE00
float side = sqrt(1.25)*TessAmount;
gl_TessLevelOuter[0] = side;
gl_TessLevelOuter[1] = side;
gl_TessLevelOuter[2] = TessAmount;
gl_TessLevelInner[0] = TessAmount;
#endif
#ifdef CASE01
float side = sqrt(1.25)*TessAmount;
gl_TessLevelOuter[0] = TessAmount/2.0;
gl_TessLevelOuter[1] = TessAmount;
gl_TessLevelOuter[2] = side;
gl_TessLevelInner[0] = TessAmount/2.0;
#endif
#ifdef CASE02
float side = sqrt(1.25)*TessAmount;
gl_TessLevelOuter[0] = TessAmount/2.0;
gl_TessLevelOuter[1] = side;
gl_TessLevelOuter[2] = TessAmount;
gl_TessLevelInner[0] = TessAmount/2.0;
#endif
#ifdef CASE10
float side = sqrt(1.25) * TessAmount;
gl_TessLevelOuter[0] = TessAmount;
gl_TessLevelOuter[1] = side;
gl_TessLevelOuter[2] = TessAmount/2.0;
gl_TessLevelInner[0] = TessAmount/2;
#endif
#ifdef CASE11
float side = sqrt(1.25) * TessAmount;
gl_TessLevelOuter[0] = TessAmount;
gl_TessLevelOuter[1] = TessAmount/2.0;
gl_TessLevelOuter[2] = side;
gl_TessLevelInner[0] = TessAmount/2;
#endif
#ifdef CASE12
float side = sqrt(0.125) * TessAmount;
gl_TessLevelOuter[0] = TessAmount/2.0;
gl_TessLevelOuter[1] = TessAmount/2.0;
gl_TessLevelOuter[2] = side;
gl_TessLevelInner[0] = TessAmount/2;
#endif
#ifdef CASE13
float side1 = sqrt(1.25) * TessAmount;
float side2 = sqrt(0.125) * TessAmount;
gl_TessLevelOuter[0] = side1;
gl_TessLevelOuter[1] = side1;
gl_TessLevelOuter[2] = side2;
gl_TessLevelInner[0] = TessAmount/2.0*1.414;
#endif
#ifdef CASE20
gl_TessLevelOuter[0] = TessAmount;
gl_TessLevelOuter[1] = TessAmount/2.0;
gl_TessLevelOuter[2] = TessAmount;
gl_TessLevelOuter[3] = TessAmount/2.0;
gl_TessLevelInner[0] = TessAmount/2.0;
gl_TessLevelInner[1] = TessAmount;
#endif
#ifdef CASE21
float side = sqrt(0.125) * TessAmount;
gl_TessLevelOuter[0] = side;
gl_TessLevelOuter[1] = TessAmount/2.0;
gl_TessLevelOuter[2] = TessAmount/2.0;
gl_TessLevelInner[0] = TessAmount/2.0;
#endif
#ifdef CASE22
float side = sqrt(0.125) * TessAmount;
gl_TessLevelOuter[0] = TessAmount/2.0;
gl_TessLevelOuter[1] = TessAmount/2.0;
gl_TessLevelOuter[2] = side;
gl_TessLevelInner[0] = TessAmount/2.0;
#endif
#ifdef CASE23
float side = sqrt(0.125) * TessAmount;
gl_TessLevelOuter[0] = TessAmount;
gl_TessLevelOuter[1] = side;
gl_TessLevelOuter[2] = side;
gl_TessLevelInner[0] = TessAmount/2.0;
#endif
#ifdef CASE30
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE31
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE32
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE33
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE40
gl_TessLevelOuter[0] = TessAmount/2.0;
gl_TessLevelOuter[1] = TessAmount;
gl_TessLevelOuter[2] = TessAmount/2.0;
gl_TessLevelOuter[3] = TessAmount;
gl_TessLevelInner[0] = TessAmount;
gl_TessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE41
gl_TessLevelOuter[0] = TessAmount/2.0;
gl_TessLevelOuter[1] = TessAmount;
gl_TessLevelOuter[2] = TessAmount/2.0;
gl_TessLevelOuter[3] = TessAmount;
gl_TessLevelInner[0] = TessAmount;
gl_TessLevelInner[1] = TessAmount/2.0;
#endif
#endif
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalTransition
//----------------------------------------------------------
#ifdef PATCH_TESS_EVAL_TRANSITION_SHADER
#ifdef TRIANGLE
layout(triangles) in;
#else
layout(quads) in;
#endif
in block {
ControlVertex v;
} input[];
out block {
OutputVertex v;
} output;
void main()
{
vec2 UV = vec2(0.0, 0.0);
#ifdef TRIANGLE
vec3 uvw = vec3(gl_TessCoord.x, gl_TessCoord.y, gl_TessCoord.z);
#else
vec2 uv = vec2(gl_TessCoord.x, gl_TessCoord.y);
#endif
// XXXtakahito: Tess coordinates computed below are results of heuristic hack
// to get front facing and appropriate patch uv.
// Revisit here to get more consistent code with patch factory!
/* CASE0*
+-------+
|1 /\\2 |
| / \\ |
|/ 0 \\|
+-------+
*/
#ifdef CASE00
UV.x = 1.0-uvw.z;
UV.y = 1.0-uvw.y-uvw.z/2.0;
#endif
#ifdef CASE01
UV.x = uvw.x;
UV.y = 1.0 - uvw.y/2;
#endif
#ifdef CASE02
UV.x = uvw.x;
UV.y = uvw.z/2;
#endif
/* CASE1*
+------+
|1 /\\2|
| /3_\\|
|/_- 0 |
+------+
*/
#ifdef CASE10
UV.x = uvw.z;
UV.y = 1.0-uvw.x/2.0;
#endif
#ifdef CASE11
UV.x = 1.0-uvw.x/2.0;
UV.y = uvw.y;
#endif
#ifdef CASE12
UV.x = uvw.y/2.0;
UV.y = uvw.x/2.0;
#endif
#ifdef CASE13
UV.x = 1.0-uvw.y-uvw.x/2.0;
UV.y = 1.0-uvw.x-uvw.y/2.0;
#endif
/* CASE2*
+-------+
| |\\2|
| | \\|
| 0 |3/ |
| |/ 1|
+-------+
*/
#ifdef CASE20
UV.x = 0.5 - uv.x/2.0;
UV.y = uv.y;
#endif
#ifdef CASE21
UV.x = 1.0 - 0.5 *uvw.y;
UV.y = 0.5*uvw.z;
#endif
#ifdef CASE22
UV.x = 1.0 - uvw.y/2.0;
UV.y = 1.0-uvw.x/2.0;
#endif
#ifdef CASE23
UV.x = 1.0-0.5*uvw.y-0.5*uvw.z;
UV.y = 1-uvw.y-0.5*uvw.x;
#endif
/* CASE3*
+-----+
|2 |3 |
|--+--+
|0 |1 |
+-----+
*/
#ifdef CASE30
UV.x = 0.5 - uv.x/2.0;
UV.y = uv.y/2.0;
#endif
#ifdef CASE31
UV.x = 0.5 + uv.x/2.0;
UV.y = 0.5 - uv.y/2.0;
#endif
#ifdef CASE32
UV.x = uv.x/2.0;
UV.y = 1.0 - uv.y/2.0;
#endif
#ifdef CASE33
UV.x = 0.5 + uv.x/2.0;
UV.y = 1.0 - uv.y/2.0;
#endif
/* CASE4*
+-----+
| 1 |
+-----+
| 0 |
+-----+
*/
#ifdef CASE40
UV.x = uv.x;
UV.y = 0.5 - uv.y/2.0;
#endif
#ifdef CASE41
UV.x = uv.x;
UV.y = 1.0 - uv.y/2.0;
#endif
vec3 WorldPos, Tangent, BiTangent;
vec3 cp[16];
for(int i = 0; i < 16; ++i) cp[i] = input[i].v.position.xyz;
EvalBSpline(UV, cp, WorldPos, Tangent, BiTangent);
vec3 normal = normalize(cross(BiTangent, Tangent));
output.v.position = vec4(WorldPos, 1.0f);
output.v.normal = normal;
output.v.tangent = BiTangent;
output.v.patchCoord = input[0].v.patchCoord;
#if ROTATE == 1
output.v.patchCoord.xy = vec2(UV.x, 1.0-UV.y);
#elif ROTATE == 2
output.v.patchCoord.xy = vec2(1.0-UV.y, 1.0-UV.x);
#elif ROTATE == 3
output.v.patchCoord.xy = vec2(1.0-UV.x, UV.y);
#else
output.v.patchCoord.xy = vec2(UV.y, UV.x);
#endif
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
}
#endif
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
layout (location=2) in vec4 color;
out block {
OutputVertex v;
} output;
void main() {
gl_Position = ModelViewProjectionMatrix * position;
output.v.color = color;
}
#endif
//----------------------------------------------------------
// Patches.FragmentColor
//----------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
} input;
void main() {
gl_FragColor = input.v.color;
}
#endif