// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // //---------------------------------------------------------- // Patches.VertexGregory //---------------------------------------------------------- #ifdef OSD_PATCH_VERTEX_GREGORY_SHADER layout (location=0) in vec4 position; OSD_USER_VARYING_ATTRIBUTE_DECLARE out block { OsdPerVertexGregory v; OSD_USER_VARYING_DECLARE } outpt; void main() { OsdComputePerVertexGregory(gl_VertexID, position.xyz, outpt.v); OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position); OSD_USER_VARYING_PER_VERTEX(); } #endif //---------------------------------------------------------- // Patches.TessControlGregory //---------------------------------------------------------- #ifdef OSD_PATCH_TESS_CONTROL_GREGORY_SHADER patch out vec4 tessOuterLo, tessOuterHi; in block { OsdPerVertexGregory v; OSD_USER_VARYING_DECLARE } inpt[]; out block { OsdPerPatchVertexGregory v; OSD_USER_VARYING_DECLARE } outpt[4]; layout(vertices = 4) out; void main() { OsdPerVertexGregory cv[4]; for (int i=0; i<4; ++i) { cv[i] = inpt[i].v; } ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)); OsdComputePerPatchVertexGregory(patchParam, gl_InvocationID, gl_PrimitiveID, cv, outpt[gl_InvocationID].v); OSD_USER_VARYING_PER_CONTROL_POINT(gl_InvocationID, gl_InvocationID); #if defined OSD_ENABLE_SCREENSPACE_TESSELLATION // Wait for all basis conversion to be finished barrier(); #endif if (gl_InvocationID == 0) { vec4 tessLevelOuter = vec4(0); vec2 tessLevelInner = vec2(0); OSD_PATCH_CULL(4); #if defined OSD_ENABLE_SCREENSPACE_TESSELLATION // Gather bezier control points to compute limit surface tess levels OsdPerPatchVertexBezier bezcv[16]; bezcv[ 0].P = outpt[0].v.P; bezcv[ 1].P = outpt[0].v.Ep; bezcv[ 2].P = outpt[1].v.Em; bezcv[ 3].P = outpt[1].v.P; bezcv[ 4].P = outpt[0].v.Em; bezcv[ 5].P = outpt[0].v.Fp; bezcv[ 6].P = outpt[1].v.Fm; bezcv[ 7].P = outpt[1].v.Ep; bezcv[ 8].P = outpt[3].v.Ep; bezcv[ 9].P = outpt[3].v.Fm; bezcv[10].P = outpt[2].v.Fp; bezcv[11].P = outpt[2].v.Em; bezcv[12].P = outpt[3].v.P; bezcv[13].P = outpt[3].v.Em; bezcv[14].P = outpt[2].v.Ep; bezcv[15].P = outpt[2].v.P; OsdEvalPatchBezierTessLevels(bezcv, patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi); #else OsdGetTessLevelsUniform(patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi); #endif gl_TessLevelOuter[0] = tessLevelOuter[0]; gl_TessLevelOuter[1] = tessLevelOuter[1]; gl_TessLevelOuter[2] = tessLevelOuter[2]; gl_TessLevelOuter[3] = tessLevelOuter[3]; gl_TessLevelInner[0] = tessLevelInner[0]; gl_TessLevelInner[1] = tessLevelInner[1]; } } #endif //---------------------------------------------------------- // Patches.TessEvalGregory //---------------------------------------------------------- #ifdef OSD_PATCH_TESS_EVAL_GREGORY_SHADER layout(quads) in; layout(OSD_SPACING) in; patch in vec4 tessOuterLo, tessOuterHi; in block { OsdPerPatchVertexGregory v; OSD_USER_VARYING_DECLARE } inpt[]; out block { OutputVertex v; OSD_USER_VARYING_DECLARE } outpt; void main() { vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0); vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0); vec3 cv[20]; cv[0] = inpt[0].v.P; cv[1] = inpt[0].v.Ep; cv[2] = inpt[0].v.Em; cv[3] = inpt[0].v.Fp; cv[4] = inpt[0].v.Fm; cv[5] = inpt[1].v.P; cv[6] = inpt[1].v.Ep; cv[7] = inpt[1].v.Em; cv[8] = inpt[1].v.Fp; cv[9] = inpt[1].v.Fm; cv[10] = inpt[2].v.P; cv[11] = inpt[2].v.Ep; cv[12] = inpt[2].v.Em; cv[13] = inpt[2].v.Fp; cv[14] = inpt[2].v.Fm; cv[15] = inpt[3].v.P; cv[16] = inpt[3].v.Ep; cv[17] = inpt[3].v.Em; cv[18] = inpt[3].v.Fp; cv[19] = inpt[3].v.Fm; vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy, tessOuterLo, tessOuterHi); ivec3 patchParam = inpt[0].v.patchParam; OsdEvalPatchGregory(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv); // all code below here is client code outpt.v.position = OsdModelViewMatrix() * vec4(P, 1.0f); outpt.v.normal = (OsdModelViewMatrix() * vec4(N, 0.0f)).xyz; outpt.v.tangent = (OsdModelViewMatrix() * vec4(dPu, 0.0f)).xyz; outpt.v.bitangent = (OsdModelViewMatrix() * vec4(dPv, 0.0f)).xyz; #ifdef OSD_COMPUTE_NORMAL_DERIVATIVES outpt.v.Nu = dNu; outpt.v.Nv = dNv; #endif outpt.v.tessCoord = UV; outpt.v.patchCoord = OsdInterpolatePatchCoord(UV, patchParam); OSD_USER_VARYING_PER_EVAL_POINT(UV, 0, 1, 3, 2); OSD_DISPLACEMENT_CALLBACK; gl_Position = OsdProjectionMatrix() * outpt.v.position; } #endif