mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 17:00:06 +00:00
8716a8eebf
Also made a couple minor changes to true up the GLSL patch shaders.
399 lines
11 KiB
GLSL
399 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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//----------------------------------------------------------
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// Patches.TessVertexBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_VERTEX_BSPLINE_SHADER
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layout(location = 0) in vec4 position;
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OSD_USER_VARYING_ATTRIBUTE_DECLARE
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out block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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outpt.v.position = OsdModelViewMatrix() * position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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OSD_USER_VARYING_PER_VERTEX();
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER
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// Regular
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uniform mat4 Q = mat4(
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1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
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0.f, 4.f/6.f, 2.f/6.f, 0.f,
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0.f, 2.f/6.f, 4.f/6.f, 0.f,
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0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
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);
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// Infinite sharp
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uniform mat4 Mi = mat4(
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1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
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0.f, 4.f/6.f, 2.f/6.f, 0.f,
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0.f, 2.f/6.f, 4.f/6.f, 0.f,
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0.f, 0.f, 1.f, 0.f
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);
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layout(vertices = 16) out;
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in block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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ControlVertex v;
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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vec4 P1;
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vec4 P2;
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float sharpness;
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#endif
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OSD_USER_VARYING_DECLARE
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} outpt[];
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patch out vec4 tessOuterLo, tessOuterHi;
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#define ID gl_InvocationID
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// compute single-crease patch matrix
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mat4
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ComputeMatrixSimplified(float sharpness)
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{
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float s = pow(2.0f, sharpness);
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float s2 = s*s;
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float s3 = s2*s;
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mat4 m = mat4(
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0, s + 1 + 3*s2 - s3, 7*s - 2 - 6*s2 + 2*s3, (1-s)*(s-1)*(s-1),
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0, (1+s)*(1+s), 6*s - 2 - 2*s2, (s-1)*(s-1),
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0, 1+s, 6*s - 2, 1-s,
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0, 1, 6*s - 2, 1);
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m /= (s*6.0);
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m[0][0] = 1.0/6.0;
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return m;
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}
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void main()
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{
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int i = ID%4;
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int j = ID/4;
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vec3 position[16];
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for (int i=0; i<16; ++i) {
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position[i] = inpt[i].v.position.xyz;
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}
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ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID));
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OsdComputeBSplineBoundaryPoints(position, patchParam);
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vec3 H[4];
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for (int l=0; l<4; ++l) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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H[l] += Q[i][k] * position[l*4 + k].xyz;
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}
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}
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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float sharpness = OsdGetPatchSharpness(patchParam);
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if (sharpness > 0) {
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float Sf = floor(sharpness);
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float Sc = ceil(sharpness);
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float Sr = fract(sharpness);
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mat4 Mf = ComputeMatrixSimplified(Sf);
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mat4 Mc = ComputeMatrixSimplified(Sc);
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mat4 Mj = (1-Sr) * Mf + Sr * Mi;
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mat4 Ms = (1-Sr) * Mf + Sr * Mc;
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vec3 P = vec3(0);
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vec3 P1 = vec3(0);
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vec3 P2 = vec3(0);
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for (int k=0; k<4; ++k) {
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P += Mi[j][k]*H[k]; // 0 to 1-2^(-Sf)
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P1 += Mj[j][k]*H[k]; // 1-2^(-Sf) to 1-2^(-Sc)
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P2 += Ms[j][k]*H[k]; // 1-2^(-Sc) to 1
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}
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outpt[ID].v.position = vec4(P, 1.0);
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outpt[ID].P1 = vec4(P1, 1.0);
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outpt[ID].P2 = vec4(P2, 1.0);
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outpt[ID].sharpness = sharpness;
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} else {
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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pos += Q[j][k]*H[k];
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}
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outpt[ID].v.position = vec4(pos, 1.0);
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outpt[ID].P1 = vec4(0);
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outpt[ID].P2 = vec4(0);
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outpt[ID].sharpness = 0;
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}
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#else
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{
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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pos += Q[j][k]*H[k];
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}
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outpt[ID].v.position = vec4(pos, 1.0);
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}
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#endif
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OSD_USER_VARYING_PER_CONTROL_POINT(ID, ID);
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outpt[ID].v.patchCoord = OsdGetPatchCoord(patchParam);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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// Wait for all basis conversion to be finished
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barrier();
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#endif
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if (ID == 0) {
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OSD_PATCH_CULL(OSD_PATCH_INPUT_SIZE);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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// Gather bezier control points to compute limit surface tess levels
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for (int i=0; i<16; ++i) {
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position[i] = outpt[i].v.position.xyz;
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}
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#endif
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vec4 tessLevelOuter = vec4(0);
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vec2 tessLevelInner = vec2(0);
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OsdGetTessLevels(position, patchParam,
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tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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gl_TessLevelOuter[0] = tessLevelOuter[0];
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gl_TessLevelOuter[1] = tessLevelOuter[1];
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gl_TessLevelOuter[2] = tessLevelOuter[2];
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gl_TessLevelOuter[3] = tessLevelOuter[3];
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gl_TessLevelInner[0] = tessLevelInner[0];
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gl_TessLevelInner[1] = tessLevelInner[1];
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER
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layout(quads) in;
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#if defined OSD_FRACTIONAL_ODD_SPACING
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layout(fractional_odd_spacing) in;
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#elif defined OSD_FRACTIONAL_EVEN_SPACING
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layout(fractional_even_spacing) in;
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#endif
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in block {
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ControlVertex v;
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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vec4 P1;
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vec4 P2;
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float sharpness;
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#endif
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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OutputVertex v;
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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float sharpness;
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#endif
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OSD_USER_VARYING_DECLARE
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} outpt;
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patch in vec4 tessOuterLo, tessOuterHi;
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void main()
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{
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vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy,
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tessOuterLo,
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tessOuterHi);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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float B[4], D[4], C[4];
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vec3 BUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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DUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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CUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0));
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Univar4x4(UV.x, B, D, C);
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#else
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float B[4], D[4];
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vec3 BUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0)),
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DUCP[4] = vec3[4](vec3(0,0,0), vec3(0,0,0), vec3(0,0,0), vec3(0,0,0));
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Univar4x4(UV.x, B, D);
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#endif
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// ----------------------------------------------------------------
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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// sharpness
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float sharpness = inpt[0].sharpness;
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if (sharpness != 0) {
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float s0 = 1.0 - pow(2.0f, -floor(sharpness));
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float s1 = 1.0 - pow(2.0f, -ceil(sharpness));
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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int k = 4*i + j;
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float s = UV.y;
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vec3 A = (s < s0) ?
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inpt[k].v.position.xyz :
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((s < s1) ?
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inpt[k].P1.xyz :
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inpt[k].P2.xyz);
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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CUCP[i] += A * C[j];
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#endif
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}
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}
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outpt.sharpness = sharpness;
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} else {
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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vec3 A = inpt[4*i + j].v.position.xyz;
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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CUCP[i] += A * C[j];
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#endif
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}
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}
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outpt.sharpness = 0;
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}
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#else
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// ----------------------------------------------------------------
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for (int i=0; i<4; ++i) {
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for (int j=0; j<4; ++j) {
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vec3 A = inpt[4*i + j].v.position.xyz;
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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CUCP[i] += A * C[j];
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#endif
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}
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}
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#endif
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// ----------------------------------------------------------------
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vec3 WorldPos = vec3(0);
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vec3 Tangent = vec3(0);
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vec3 BiTangent = vec3(0);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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// used for weingarten term
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Univar4x4(UV.y, B, D, C);
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vec3 dUU = vec3(0);
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vec3 dVV = vec3(0);
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vec3 dUV = vec3(0);
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for (int k=0; k<4; ++k) {
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WorldPos += B[k] * BUCP[k];
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Tangent += B[k] * DUCP[k];
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BiTangent += D[k] * BUCP[k];
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dUU += B[k] * CUCP[k];
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dVV += C[k] * BUCP[k];
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dUV += D[k] * DUCP[k];
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}
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int level = inpt[0].v.patchCoord.z;
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Tangent *= 3 * level;
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BiTangent *= 3 * level;
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dUU *= 6 * level;
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dVV *= 6 * level;
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dUV *= 9 * level;
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vec3 n = cross(Tangent, BiTangent);
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vec3 normal = normalize(n);
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float E = dot(Tangent, Tangent);
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float F = dot(Tangent, BiTangent);
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float G = dot(BiTangent, BiTangent);
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float e = dot(normal, dUU);
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float f = dot(normal, dUV);
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float g = dot(normal, dVV);
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vec3 Nu = (f*F-e*G)/(E*G-F*F) * Tangent + (e*F-f*E)/(E*G-F*F) * BiTangent;
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vec3 Nv = (g*F-f*G)/(E*G-F*F) * Tangent + (f*F-g*E)/(E*G-F*F) * BiTangent;
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Nu = Nu/length(n) - n * (dot(Nu,n)/pow(dot(n,n), 1.5));
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Nv = Nv/length(n) - n * (dot(Nv,n)/pow(dot(n,n), 1.5));
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outpt.v.tangent = Tangent;
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outpt.v.bitangent = BiTangent;
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outpt.v.Nu = Nu;
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outpt.v.Nv = Nv;
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#else
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Univar4x4(UV.y, B, D);
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for (int k=0; k<4; ++k) {
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WorldPos += B[k] * BUCP[k];
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Tangent += B[k] * DUCP[k];
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BiTangent += D[k] * BUCP[k];
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}
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int level = inpt[0].v.patchCoord.z;
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Tangent *= 3 * level;
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BiTangent *= 3 * level;
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vec3 normal = normalize(cross(Tangent, BiTangent));
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outpt.v.tangent = Tangent;
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outpt.v.bitangent = BiTangent;
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#endif
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outpt.v.position = vec4(WorldPos, 1.0f);
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outpt.v.normal = normal;
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OSD_USER_VARYING_PER_EVAL_POINT(UV, 5, 6, 9, 10);
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outpt.v.tessCoord = UV;
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outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, inpt[0].v.patchCoord);
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = OsdProjectionMatrix() * outpt.v.position;
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}
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#endif
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