-- glslfx version 0.1 // // Copyright 2018 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. // --- This is what an import might look like. --- #import $TOOLS/hdSt/shaders/visibility.glslfx --- -------------------------------------------------------------------------- -- glsl Visibility.Fragment.Fallback void DiscardBasedOnTopologicalVisibility() { // Nothing to do, since there's no authored opinion. } --- -------------------------------------------------------------------------- -- glsl Visibility.Fragment.Topology int GetElementID(); // code gen void GetBitmaskBufferIndices(int id, out int arrayIndex, out int bitIndex) { arrayIndex = id / 32; bitIndex = id % 32; } bool IsBitSet(uint bitmask, int bitIndex) { return bool(bitmask & (1 << bitIndex)); } bool IsElementVisible() { #if defined(HD_HAS_elementsVisibility) // Element (face) visibility is encoded as an array of bitmasks (uint32) // with 1 bit per authored face. int elementId = GetElementID(); // When rendering a mesh as points, element id doesn't make sense. Code // gen returns -1 as a fallback for this case. if (elementId != -1) { int arrayIndex, bitIndex; GetBitmaskBufferIndices(elementId, arrayIndex, bitIndex); uint ev = HdGet_elementsVisibility(arrayIndex); return IsBitSet(ev, bitIndex); } #endif return true; } int GetPointId(); // pointId.glslfx bool IsPointVisible() { #if defined(HD_HAS_pointsVisibility) // Point visibility is encoded as an array of bitmasks (uint32) with 1 bit // per unrefined vertex. int pointId = GetPointId(); // When *not* rendering a mesh as points, we return -1 for the point id. // See PointId.Fragment.Fallback if (pointId != -1) { int arrayIndex, bitIndex; GetBitmaskBufferIndices(pointId, arrayIndex, bitIndex); uint pv = HdGet_pointsVisibility(arrayIndex); return IsBitSet(pv, bitIndex); } #endif return true; } void DiscardBasedOnTopologicalVisibility() { if (!IsElementVisible() || !IsPointVisible()) { discard; } }