OpenSubdiv/opensubdiv/osd/mtlPatchBoxSplineTriangle.metal

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#line 0 "osd/mtlPatchBoxSplineTriangle.metal"
//
// Copyright 2019 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.BoxSplineTriangle.Hull
//----------------------------------------------------------
void OsdComputePerVertex(
float4 position,
threadgroup HullVertex& hullVertex,
int vertexId,
float4x4 modelViewProjectionMatrix,
OsdPatchParamBufferSet osdBuffers
)
{
hullVertex.position = position;
#if OSD_ENABLE_PATCH_CULL
float4 clipPos = mul(modelViewProjectionMatrix, position);
short3 clip0 = short3(clipPos.x < clipPos.w,
clipPos.y < clipPos.w,
clipPos.z < clipPos.w);
short3 clip1 = short3(clipPos.x > -clipPos.w,
clipPos.y > -clipPos.w,
clipPos.z > -clipPos.w);
hullVertex.clipFlag = short3(clip0) + 2*short3(clip1);
#endif
}
//----------------------------------------------------------
// Patches.BoxSplineTriangle.Factors
//----------------------------------------------------------
void OsdComputePerPatchBezierTriangleFactors(
int3 patchParam,
float tessLevel,
float4x4 projectionMatrix,
float4x4 modelViewMatrix,
device OsdPerPatchVertexBezier* patch,
#if !USE_PTVS_FACTORS
device OsdPerPatchTessFactors& patchFactors,
#endif
device MTLTriangleTessellationFactorsHalf& triFactors
)
{
float4 tessLevelOuter = float4(0);
float2 tessLevelInner = float2(0);
float4 tessOuterLo = float4(0);
float4 tessOuterHi = float4(0);
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
// Gather bezier control points to compute limit surface tess levels
float3 bezcv[15];
for (int i=0; i<15; ++i) {
bezcv[i] = patch[i].P;
}
OsdEvalPatchBezierTriangleTessLevels(
tessLevel,
projectionMatrix,
modelViewMatrix,
bezcv,
patchParam,
tessLevelOuter,
tessLevelInner,
tessOuterLo,
tessOuterHi
);
#else
OsdGetTessLevelsUniformTriangle(
tessLevel,
patchParam,
tessLevelOuter,
tessLevelInner,
tessOuterLo,
tessOuterHi
);
#endif
triFactors.edgeTessellationFactor[0] = tessLevelOuter[0];
triFactors.edgeTessellationFactor[1] = tessLevelOuter[1];
triFactors.edgeTessellationFactor[2] = tessLevelOuter[2];
triFactors.insideTessellationFactor = tessLevelInner[0];
#if !USE_PTVS_FACTORS
patchFactors.tessOuterLo = tessOuterLo;
patchFactors.tessOuterHi = tessOuterHi;
#endif
}
void OsdComputePerPatchFactors(
int3 patchParam,
float tessLevel,
unsigned patchID,
float4x4 projectionMatrix,
float4x4 modelViewMatrix,
OsdPatchParamBufferSet osdBuffer,
threadgroup PatchVertexType* patchVertices,
device MTLTriangleTessellationFactorsHalf& triFactors
)
{
OsdComputePerPatchBezierTriangleFactors(
patchParam,
tessLevel,
projectionMatrix,
modelViewMatrix,
osdBuffer.perPatchVertexBuffer + patchID * VERTEX_CONTROL_POINTS_PER_PATCH,
#if !USE_PTVS_FACTORS
osdBuffer.patchTessBuffer[patchID],
#endif
triFactors
);
}
//----------------------------------------------------------
// Patches.BoxSplineTriangle.Vertex
//----------------------------------------------------------
void OsdComputePerPatchVertex(
int3 patchParam,
unsigned ID,
unsigned PrimitiveID,
unsigned ControlID,
threadgroup PatchVertexType* patchVertices,
OsdPatchParamBufferSet osdBuffers
)
{
OsdComputePerPatchVertexBoxSplineTriangle(
patchParam, ID, patchVertices,
osdBuffers.perPatchVertexBuffer[ControlID]);
}
//----------------------------------------------------------
// Patches.BoxSplineTriangle.Domain
//----------------------------------------------------------
template<typename PerPatchVertexBezier>
OsdPatchVertex ds_regular_patches(
float tessLevel,
#if !USE_PTVS_FACTORS
float4 tessOuterLo,
float4 tessOuterHi,
#endif
PerPatchVertexBezier cv,
int3 patchParam,
float3 domainCoord
)
{
#if USE_PTVS_FACTORS
float4 tessOuterLo(0), tessOuterHi(0);
OsdGetTessLevelsUniformTriangle(
tessLevel, patchParam, tessOuterLo, tessOuterHi);
#endif
float2 UV = OsdGetTessParameterizationTriangle(domainCoord,
tessOuterLo,
tessOuterHi);
OsdPatchVertex output;
float3 P = float3(0), dPu = float3(0), dPv = float3(0);
float3 N = float3(0), dNu = float3(0), dNv = float3(0);
OsdEvalPatchBezierTriangle(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
output.normal = N;
output.tangent = dPu;
output.bitangent = dPv;
#if OSD_COMPUTE_NORMAL_DERIVATIVES
output.Nu = dNu;
output.Nv = dNv;
#endif
output.tessCoord = UV;
output.patchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam);
output.position = P;
return output;
}
#if USE_STAGE_IN
template<typename PerPatchVertexBezier>
#endif
OsdPatchVertex OsdComputePatch(
float tessLevel,
float3 domainCoord,
unsigned patchID,
#if USE_STAGE_IN
PerPatchVertexBezier osdPatch
#else
OsdVertexBufferSet osdBuffers
#endif
)
{
return ds_regular_patches(
tessLevel,
#if !USE_PTVS_FACTORS
#if USE_STAGE_IN
osdPatch.tessOuterLo,
osdPatch.tessOuterHi,
#else
osdBuffers.patchTessBuffer[patchID].tessOuterLo,
osdBuffers.patchTessBuffer[patchID].tessOuterHi,
#endif
#endif
#if USE_STAGE_IN
osdPatch.cv,
osdPatch.patchParam,
#else
osdBuffers.perPatchVertexBuffer + patchID * VERTEX_CONTROL_POINTS_PER_PATCH,
osdBuffers.patchParamBuffer[patchID],
#endif
domainCoord
);
}