Files
UnrealEngine/Engine/Source/ThirdParty/OpenSubdiv/OpenSubdiv-3.6.0/opensubdiv/osd/glslPatchShaderSource.h
2025-05-18 13:04:45 +08:00

82 lines
2.8 KiB
C++

//
// Copyright 2015 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.
//
#ifndef OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE_H
#define OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE_H
#include "../version.h"
#include "../far/patchDescriptor.h"
#include <string>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
/// \brief Provides shader source which can be used by client code.
class GLSLPatchShaderSource {
public:
/// \brief Returns shader source which can be used to evaluate
/// position and first and second derivatives on piecewise parametric
/// patches resulting from subdivision refinement.
static std::string GetPatchBasisShaderSource();
/// \brief Returns shader source which can be used while drawing
/// piecewise parametric patches resulting from subdivision refinement,
/// e.g. while using GPU HW tessellation.
static std::string GetPatchDrawingShaderSource();
/// \name Alternative methods
/// \{
/// These methods return shader source which can be used
/// while drawing. Unlike the methods above, the source returned
/// by these methods includes support for legacy patch types along
/// with dependencies on specific resource bindings and interstage
/// shader variable declarations.
static std::string GetCommonShaderSource();
static std::string GetVertexShaderSource(
Far::PatchDescriptor::Type type);
static std::string GetTessControlShaderSource(
Far::PatchDescriptor::Type type);
static std::string GetTessEvalShaderSource(
Far::PatchDescriptor::Type type);
/// \}
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE