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Diffstat (limited to 'intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl')
-rw-r--r--intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl148
1 files changed, 148 insertions, 0 deletions
diff --git a/intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl b/intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl
new file mode 100644
index 00000000000..4c57f4e469a
--- /dev/null
+++ b/intern/opensubdiv/shader/gpu_shader_opensubdiv_geometry.glsl
@@ -0,0 +1,148 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
+ * All rights reserved.
+ */
+
+struct VertexData {
+ vec4 position;
+ vec3 normal;
+ vec2 uv;
+};
+
+layout(lines_adjacency) in;
+#ifdef WIREFRAME
+layout(line_strip, max_vertices = 8) out;
+#else
+layout(triangle_strip, max_vertices = 4) out;
+#endif
+
+uniform mat4 modelViewMatrix;
+uniform mat4 projectionMatrix;
+uniform int PrimitiveIdBase;
+uniform int osd_fvar_count;
+uniform int osd_active_uv_offset;
+
+in block {
+ VertexData v;
+} inpt[];
+
+#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
+ { \
+ vec2 v[4]; \
+ int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
+ for (int i = 0; i < 4; ++i) { \
+ int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
+ v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \
+ texelFetch(FVarDataBuffer, index + 1).s); \
+ } \
+ result = mix(mix(v[0], v[1], tessCoord.s), \
+ mix(v[3], v[2], tessCoord.s), \
+ tessCoord.t); \
+ }
+
+uniform samplerBuffer FVarDataBuffer;
+uniform isamplerBuffer FVarDataOffsetBuffer;
+
+out block {
+ VertexData v;
+} outpt;
+
+#ifdef FLAT_SHADING
+void emit(int index, vec3 normal)
+{
+ outpt.v.position = inpt[index].v.position;
+ outpt.v.normal = normal;
+
+ /* TODO(sergey): Only uniform subdivisions atm. */
+ vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
+ vec2 st = quadst[index];
+
+ INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
+
+ gl_Position = projectionMatrix * inpt[index].v.position;
+ EmitVertex();
+}
+
+# ifdef WIREFRAME
+void emit_edge(int v0, int v1, vec3 normal)
+{
+ emit(v0, normal);
+ emit(v1, normal);
+}
+# endif
+
+#else
+void emit(int index)
+{
+ outpt.v.position = inpt[index].v.position;
+ outpt.v.normal = inpt[index].v.normal;
+
+ /* TODO(sergey): Only uniform subdivisions atm. */
+ vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
+ vec2 st = quadst[index];
+
+ INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
+
+ gl_Position = projectionMatrix * inpt[index].v.position;
+ EmitVertex();
+}
+
+# ifdef WIREFRAME
+void emit_edge(int v0, int v1)
+{
+ emit(v0);
+ emit(v1);
+}
+# endif
+
+#endif
+
+void main()
+{
+ gl_PrimitiveID = gl_PrimitiveIDIn;
+
+#ifdef FLAT_SHADING
+ vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
+ vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
+ vec3 flat_normal = normalize(cross(B, A));
+# ifndef WIREFRAME
+ emit(0, flat_normal);
+ emit(1, flat_normal);
+ emit(3, flat_normal);
+ emit(2, flat_normal);
+# else
+ emit_edge(0, 1, flat_normal);
+ emit_edge(1, 2, flat_normal);
+ emit_edge(2, 3, flat_normal);
+ emit_edge(3, 0, flat_normal);
+# endif
+#else
+# ifndef WIREFRAME
+ emit(0);
+ emit(1);
+ emit(3);
+ emit(2);
+# else
+ emit_edge(0, 1);
+ emit_edge(1, 2);
+ emit_edge(2, 3);
+ emit_edge(3, 0);
+# endif
+#endif
+
+ EndPrimitive();
+}