Partial cleanup of bicubic patch shader source

- Added OSD_ prefix to preprocessor symbols
- Adjusted transition sub-patch parameterization to be
  consistent with non-transition patches
- Unified BSpline shader code
- Removed duplicate Boundary, Corner, and Transition shader source
- Fixed a few discrepancies in the remaining duplicate code paths
This commit is contained in:
David G Yu 2013-06-24 12:03:57 -07:00
parent 876cf3bc86
commit 9bab9185ab
17 changed files with 1324 additions and 2928 deletions

View File

@ -212,9 +212,7 @@ if( OPENGL_FOUND OR OPENGLES_FOUND )
if ( OPENGL_FOUND )
list(APPEND KERNEL_FILES
glslPatchCommon.glsl
glslPatchRegular.glsl
glslPatchBoundary.glsl
glslPatchCorner.glsl
glslPatchBSpline.glsl
glslPatchGregory.glsl
glslPatchBoundaryGregory.glsl
glslPatchTransition.glsl
@ -295,9 +293,7 @@ if( DXSDK_FOUND )
list(APPEND KERNEL_FILES
hlslComputeKernel.hlsl
hlslPatchCommon.hlsl
hlslPatchRegular.hlsl
hlslPatchBoundary.hlsl
hlslPatchCorner.hlsl
hlslPatchBSpline.hlsl
hlslPatchGregory.hlsl
hlslPatchBoundaryGregory.hlsl
hlslPatchTransition.hlsl

View File

@ -72,14 +72,8 @@ OsdD3D11DrawConfig::~OsdD3D11DrawConfig()
static const char *commonShaderSource =
#include "hlslPatchCommon.inc"
;
static const char *regularShaderSource =
#include "hlslPatchRegular.inc"
;
static const char *boundaryShaderSource =
#include "hlslPatchBoundary.inc"
;
static const char *cornerShaderSource =
#include "hlslPatchCorner.inc"
static const char *bsplineShaderSource =
#include "hlslPatchBSpline.inc"
;
static const char *gregoryShaderSource =
#include "hlslPatchGregory.inc"
@ -113,52 +107,54 @@ OsdD3D11DrawRegistryBase::_CreateDrawSourceConfig(
switch (desc.GetType()) {
case FarPatchTables::QUADS:
case FarPatchTables::TRIANGLES:
sconfig->vertexShader.source = regularShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.target = "vs_5_0";
sconfig->vertexShader.entry = "vs_main";
sconfig->pixelShader.source = regularShaderSource;
sconfig->pixelShader.source = bsplineShaderSource;
sconfig->pixelShader.target = "ps_5_0";
sconfig->pixelShader.entry = "ps_main";
break;
case FarPatchTables::REGULAR:
sconfig->vertexShader.source = regularShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.target = "vs_5_0";
sconfig->vertexShader.entry = "vs_main_patches";
sconfig->hullShader.source = regularShaderSource;
sconfig->hullShader.source = bsplineShaderSource;
sconfig->hullShader.target = "hs_5_0";
sconfig->hullShader.entry = "hs_main_patches";
sconfig->domainShader.source = regularShaderSource;
sconfig->domainShader.source = bsplineShaderSource;
sconfig->domainShader.target = "ds_5_0";
sconfig->domainShader.entry = "ds_main_patches";
sconfig->pixelShader.source = regularShaderSource;
sconfig->pixelShader.source = bsplineShaderSource;
sconfig->pixelShader.target = "ps_5_0";
sconfig->pixelShader.entry = "ps_main";
break;
case FarPatchTables::BOUNDARY:
sconfig->vertexShader.source = boundaryShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.target = "vs_5_0";
sconfig->vertexShader.entry = "vs_main_patches";
sconfig->hullShader.source = boundaryShaderSource;
sconfig->hullShader.source = bsplineShaderSource;
sconfig->hullShader.target = "hs_5_0";
sconfig->hullShader.entry = "hs_main_patches";
sconfig->domainShader.source = boundaryShaderSource;
sconfig->hullShader.AddDefine("OSD_PATCH_BOUNDARY");
sconfig->domainShader.source = bsplineShaderSource;
sconfig->domainShader.target = "ds_5_0";
sconfig->domainShader.entry = "ds_main_patches";
sconfig->pixelShader.source = boundaryShaderSource;
sconfig->pixelShader.source = bsplineShaderSource;
sconfig->pixelShader.target = "ps_5_0";
sconfig->pixelShader.entry = "ps_main";
break;
case FarPatchTables::CORNER:
sconfig->vertexShader.source = cornerShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.target = "vs_5_0";
sconfig->vertexShader.entry = "vs_main_patches";
sconfig->hullShader.source = cornerShaderSource;
sconfig->hullShader.source = bsplineShaderSource;
sconfig->hullShader.target = "hs_5_0";
sconfig->hullShader.entry = "hs_main_patches";
sconfig->domainShader.source = cornerShaderSource;
sconfig->hullShader.AddDefine("OSD_PATCH_CORNER");
sconfig->domainShader.source = bsplineShaderSource;
sconfig->domainShader.target = "ds_5_0";
sconfig->domainShader.entry = "ds_main_patches";
sconfig->pixelShader.source = cornerShaderSource;
sconfig->pixelShader.source = bsplineShaderSource;
sconfig->pixelShader.target = "ps_5_0";
sconfig->pixelShader.entry = "ps_main";
break;
@ -196,16 +192,20 @@ OsdD3D11DrawRegistryBase::_CreateDrawSourceConfig(
break;
}
} else { // pattern != NON_TRANSITION
sconfig->vertexShader.source = transitionShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.target = "vs_5_0";
sconfig->vertexShader.entry = "vs_main_patches";
sconfig->hullShader.source = transitionShaderSource;;
sconfig->hullShader.source =
std::string(transitionShaderSource) + bsplineShaderSource;
sconfig->hullShader.target = "hs_5_0";
sconfig->hullShader.entry = "hs_main_patches";
sconfig->domainShader.source = transitionShaderSource;
sconfig->hullShader.AddDefine("OSD_PATCH_TRANSITION");
sconfig->domainShader.source =
std::string(transitionShaderSource) + bsplineShaderSource;
sconfig->domainShader.target = "ds_5_0";
sconfig->domainShader.entry = "ds_main_patches";
sconfig->pixelShader.source = transitionShaderSource;
sconfig->domainShader.AddDefine("OSD_PATCH_TRANSITION");
sconfig->pixelShader.source = bsplineShaderSource;
sconfig->pixelShader.target = "ps_5_0";
sconfig->pixelShader.entry = "ps_main";
@ -214,19 +214,19 @@ OsdD3D11DrawRegistryBase::_CreateDrawSourceConfig(
int subpatch = desc.GetSubPatch();
std::ostringstream ss;
ss << "CASE" << pattern << subpatch;
ss << "OSD_TRANSITION_PATTERN" << pattern << subpatch;
sconfig->hullShader.AddDefine(ss.str());
sconfig->domainShader.AddDefine(ss.str());
ss.str("");
ss << rotation;
sconfig->hullShader.AddDefine("ROTATE", ss.str());
sconfig->domainShader.AddDefine("ROTATE", ss.str());
sconfig->hullShader.AddDefine("OSD_TRANSITION_ROTATE", ss.str());
sconfig->domainShader.AddDefine("OSD_TRANSITION_ROTATE", ss.str());
if (desc.GetType() == FarPatchTables::BOUNDARY) {
sconfig->hullShader.AddDefine("BOUNDARY");
sconfig->hullShader.AddDefine("OSD_PATCH_BOUNDARY");
} else if (desc.GetType() == FarPatchTables::CORNER) {
sconfig->hullShader.AddDefine("CORNER");
sconfig->hullShader.AddDefine("OSD_PATCH_CORNER");
}
}

View File

@ -68,14 +68,8 @@ OsdGLDrawConfig::~OsdGLDrawConfig()
static const char *commonShaderSource =
#include "glslPatchCommon.inc"
;
static const char *regularShaderSource =
#include "glslPatchRegular.inc"
;
static const char *boundaryShaderSource =
#include "glslPatchBoundary.inc"
;
static const char *cornerShaderSource =
#include "glslPatchCorner.inc"
static const char *bsplineShaderSource =
#include "glslPatchBSpline.inc"
;
static const char *gregoryShaderSource =
#include "glslPatchGregory.inc"
@ -110,82 +104,84 @@ OsdGLDrawRegistryBase::_CreateDrawSourceConfig(OsdDrawContext::PatchDescriptor c
switch (desc.GetType()) {
case FarPatchTables::QUADS:
case FarPatchTables::TRIANGLES:
sconfig->vertexShader.source = regularShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
sconfig->fragmentShader.source = regularShaderSource;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->vertexShader.AddDefine("OSD_VERTEX_SHADER");
sconfig->fragmentShader.source = bsplineShaderSource;
sconfig->fragmentShader.AddDefine("OSD_FRAGMENT_SHADER");
sconfig->fragmentShader.version = "#version 410\n";
break;
case FarPatchTables::REGULAR:
sconfig->vertexShader.source = regularShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = regularShaderSource;
sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
sconfig->tessControlShader.source = bsplineShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_REGULAR_SHADER");
sconfig->tessEvalShader.source = regularShaderSource;
sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
sconfig->tessEvalShader.source = bsplineShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_REGULAR_SHADER");
sconfig->fragmentShader.source = regularShaderSource;
sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
sconfig->fragmentShader.source = bsplineShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->fragmentShader.AddDefine("OSD_FRAGMENT_SHADER");
break;
case FarPatchTables::BOUNDARY:
sconfig->vertexShader.source = boundaryShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = boundaryShaderSource;
sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
sconfig->tessControlShader.source = bsplineShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_BOUNDARY_SHADER");
sconfig->tessEvalShader.source = boundaryShaderSource;
sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
sconfig->tessControlShader.AddDefine("OSD_PATCH_BOUNDARY");
sconfig->tessEvalShader.source = bsplineShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_BOUNDARY_SHADER");
sconfig->fragmentShader.source = boundaryShaderSource;
sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
sconfig->fragmentShader.source = bsplineShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->fragmentShader.AddDefine("OSD_FRAGMENT_SHADER");
break;
case FarPatchTables::CORNER:
sconfig->vertexShader.source = cornerShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = cornerShaderSource;
sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
sconfig->tessControlShader.source = bsplineShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_CORNER_SHADER");
sconfig->tessEvalShader.source = cornerShaderSource;
sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
sconfig->tessControlShader.AddDefine("OSD_PATCH_CORNER");
sconfig->tessEvalShader.source = bsplineShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_CORNER_SHADER");
sconfig->fragmentShader.source = cornerShaderSource;
sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
sconfig->fragmentShader.source = bsplineShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->fragmentShader.AddDefine("OSD_FRAGMENT_SHADER");
break;
case FarPatchTables::GREGORY:
sconfig->vertexShader.source = gregoryShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_GREGORY_SHADER");
sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_GREGORY_SHADER");
sconfig->tessControlShader.source = gregoryShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_GREGORY_SHADER");
sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_GREGORY_SHADER");
sconfig->tessEvalShader.source = gregoryShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_GREGORY_SHADER");
sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_GREGORY_SHADER");
sconfig->fragmentShader.source = gregoryShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->fragmentShader.AddDefine("OSD_FRAGMENT_SHADER");
break;
case FarPatchTables::GREGORY_BOUNDARY:
sconfig->vertexShader.source = boundaryGregoryShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_BOUNDARY_GREGORY_SHADER");
sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BOUNDARY_GREGORY_SHADER");
sconfig->tessControlShader.source = boundaryGregoryShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_BOUNDARY_GREGORY_SHADER");
sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BOUNDARY_GREGORY_SHADER");
sconfig->tessEvalShader.source = boundaryGregoryShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_BOUNDARY_GREGORY_SHADER");
sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BOUNDARY_GREGORY_SHADER");
sconfig->fragmentShader.source = boundaryGregoryShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->fragmentShader.AddDefine("OSD_FRAGMENT_SHADER");
break;
default:
// error
@ -194,37 +190,41 @@ OsdGLDrawRegistryBase::_CreateDrawSourceConfig(OsdDrawContext::PatchDescriptor c
break;
}
} else { // pattern != NON_TRANSITION
sconfig->vertexShader.source = transitionShaderSource;
sconfig->vertexShader.source = bsplineShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = transitionShaderSource;;
sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
sconfig->tessControlShader.source =
std::string(transitionShaderSource) + bsplineShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_TRANSITION_SHADER");
sconfig->tessEvalShader.source = transitionShaderSource;
sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
sconfig->tessControlShader.AddDefine("OSD_PATCH_TRANSITION");
sconfig->tessEvalShader.source =
std::string(transitionShaderSource) + bsplineShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_TRANSITION_SHADER");
sconfig->fragmentShader.source = transitionShaderSource;
sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
sconfig->tessEvalShader.AddDefine("OSD_PATCH_TRANSITION");
sconfig->fragmentShader.source = bsplineShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->fragmentShader.AddDefine("OSD_FRAGMENT_SHADER");
int pattern = desc.GetPattern() - 1;
int rotation = desc.GetRotation();
int subpatch = desc.GetSubPatch();
std::ostringstream ss;
ss << "CASE" << pattern << subpatch;
ss << "OSD_TRANSITION_PATTERN" << pattern << subpatch;
sconfig->tessControlShader.AddDefine(ss.str());
sconfig->tessEvalShader.AddDefine(ss.str());
ss.str("");
ss << rotation;
sconfig->tessControlShader.AddDefine("ROTATE", ss.str());
sconfig->tessEvalShader.AddDefine("ROTATE", ss.str());
sconfig->tessControlShader.AddDefine("OSD_TRANSITION_ROTATE", ss.str());
sconfig->tessEvalShader.AddDefine("OSD_TRANSITION_ROTATE", ss.str());
if (desc.GetType() == FarPatchTables::BOUNDARY) {
sconfig->tessControlShader.AddDefine("BOUNDARY");
sconfig->tessControlShader.AddDefine("OSD_PATCH_BOUNDARY");
} else if (desc.GetType() == FarPatchTables::CORNER) {
sconfig->tessControlShader.AddDefine("CORNER");
sconfig->tessControlShader.AddDefine("OSD_PATCH_CORNER");
}
}
#endif

View File

@ -56,17 +56,18 @@
//
//----------------------------------------------------------
// Patches.TessVertex
// Patches.TessVertexBSpline
//----------------------------------------------------------
#ifdef PATCH_VERTEX_SHADER
#ifdef OSD_PATCH_VERTEX_BSPLINE_SHADER
layout (location=0) in vec4 position;
layout(location = 0) in vec4 position;
out block {
ControlVertex v;
} outpt;
void main() {
void main()
{
outpt.v.position = ModelViewMatrix * position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
@ -79,9 +80,25 @@ void main() {
#endif
//----------------------------------------------------------
// Patches.TessControlRegular
// Patches.TessControlBSpline
//----------------------------------------------------------
#ifdef PATCH_TESS_CONTROL_REGULAR_SHADER
#ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER
// Regular
uniform mat4 Q = mat4(
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
0.f, 4.f/6.f, 2.f/6.f, 0.f,
0.f, 2.f/6.f, 4.f/6.f, 0.f,
0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
);
// Boundary / Corner
uniform mat4x3 B = mat4x3(
1.f, 0.f, 0.f,
4.f/6.f, 2.f/6.f, 0.f,
2.f/6.f, 4.f/6.f, 0.f,
1.f/6.f, 4.f/6.f, 1.f/6.f
);
layout(vertices = 16) out;
@ -97,25 +114,53 @@ out block {
void main()
{
int i = ID/4;
int j = ID%4;
int i = ID%4;
int j = ID/4;
vec3 H[4];
for (int l=0; l<4; l++) {
#if defined OSD_PATCH_BOUNDARY
vec3 H[3];
for (int l=0; l<3; ++l) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; k++) {
float c = Q[i][k];
// XXX: fix this in patchMeshFactory.
// H[l] += c*inpt[l*4 + k].v.position.xyz;
H[l] += c*inpt[l + k*4].v.position.xyz;
for (int k=0; k<4; ++k) {
H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<4; k++) {
for (int k=0; k<3; ++k) {
pos += B[j][k]*H[k];
}
#elif defined OSD_PATCH_CORNER
vec3 H[3];
for (int l=0; l<3; ++l) {
H[l] = vec3(0,0,0);
for (int k=0; k<3; ++k) {
H[l] += B[3-i][2-k] * inpt[l*3 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<3; ++k) {
pos += B[j][k]*H[k];
}
#else // not OSD_PATCH_BOUNDARY, not OSD_PATCH_CORNER
vec3 H[4];
for (int l=0; l<4; ++l) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; ++k) {
H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<4; ++k) {
pos += Q[j][k]*H[k];
}
#endif
outpt[ID].v.position = vec4(pos, 1.0);
int patchLevel = GetPatchLevel();
@ -130,26 +175,34 @@ void main()
if (ID == 0) {
OSD_PATCH_CULL(16);
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] =
TessAdaptive(inpt[5].v.position.xyz, inpt[9].v.position.xyz, patchLevel);
gl_TessLevelOuter[1] =
TessAdaptive(inpt[5].v.position.xyz, inpt[6].v.position.xyz, patchLevel);
gl_TessLevelOuter[2] =
TessAdaptive(inpt[6].v.position.xyz, inpt[10].v.position.xyz, patchLevel);
gl_TessLevelOuter[3] =
TessAdaptive(inpt[9].v.position.xyz, inpt[10].v.position.xyz, patchLevel);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#ifdef OSD_PATCH_TRANSITION
vec3 cp[OSD_PATCH_INPUT_SIZE];
for(int k = 0; k < OSD_PATCH_INPUT_SIZE; ++k) cp[k] = inpt[k].v.position.xyz;
SetTransitionTessLevels(cp, patchLevel);
#else
#if defined OSD_PATCH_BOUNDARY
const int p[4] = int[]( 1, 2, 5, 6 );
#elif defined OSD_PATCH_CORNER
const int p[4] = int[]( 1, 2, 4, 5 );
#else
const int p[4] = int[]( 5, 6, 9, 10 );
#endif
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[2]].v.position.xyz);
gl_TessLevelOuter[1] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[1]].v.position.xyz);
gl_TessLevelOuter[2] = TessAdaptive(inpt[p[1]].v.position.xyz, inpt[p[3]].v.position.xyz);
gl_TessLevelOuter[3] = TessAdaptive(inpt[p[2]].v.position.xyz, inpt[p[3]].v.position.xyz);
gl_TessLevelInner[0] = max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] = max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#else
gl_TessLevelInner[0] = GetTessLevel(patchLevel);
gl_TessLevelInner[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
#endif
}
}
@ -157,12 +210,15 @@ void main()
#endif
//----------------------------------------------------------
// Patches.TessEvalRegular
// Patches.TessEvalBSpline
//----------------------------------------------------------
#ifdef PATCH_TESS_EVAL_REGULAR_SHADER
#ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER
layout(quads) in;
layout(equal_spacing) in;
#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
layout(triangles) in;
#else
layout(quads) in;
#endif
in block {
ControlVertex v;
@ -174,13 +230,16 @@ out block {
void main()
{
float u = gl_TessCoord.x,
v = gl_TessCoord.y;
#ifdef OSD_PATCH_TRANSITION
vec2 UV = GetTransitionSubpatchUV();
#else
vec2 UV = gl_TessCoord.xy;
#endif
vec3 WorldPos, Tangent, BiTangent;
vec3 cp[16];
for(int i = 0; i < 16; ++i) cp[i] = inpt[i].v.position.xyz;
EvalBSpline(gl_TessCoord.xy, cp, WorldPos, Tangent, BiTangent);
EvalBSpline(UV, cp, WorldPos, Tangent, BiTangent);
vec3 normal = normalize(cross(Tangent, BiTangent));
@ -189,10 +248,21 @@ void main()
outpt.v.tangent = Tangent;
outpt.v.patchCoord = inpt[0].v.patchCoord;
outpt.v.patchCoord.xy = vec2(u, v);
#if OSD_TRANSITION_ROTATE == 1
outpt.v.patchCoord.xy = vec2(UV.y, 1.0-UV.x);
#elif OSD_TRANSITION_ROTATE == 2
outpt.v.patchCoord.xy = vec2(1.0-UV.x, 1.0-UV.y);
#elif OSD_TRANSITION_ROTATE == 3
outpt.v.patchCoord.xy = vec2(1.0-UV.y, UV.x);
#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
outpt.v.patchCoord.xy = vec2(UV.x, UV.y);
#endif
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(OSD_TRANSITION_ROTATE);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
@ -203,7 +273,7 @@ void main()
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
#ifdef VERTEX_SHADER
#ifdef OSD_VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
@ -223,7 +293,7 @@ void main() {
//----------------------------------------------------------
// Patches.FragmentColor
//----------------------------------------------------------
#ifdef FRAGMENT_SHADER
#ifdef OSD_FRAGMENT_SHADER
in block {
OutputVertex v;

View File

@ -1,269 +0,0 @@
//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.TessVertex
//----------------------------------------------------------
#ifdef PATCH_VERTEX_SHADER
layout (location=0) in vec4 position;
out block {
ControlVertex v;
} outpt;
void main() {
outpt.v.position = ModelViewMatrix * position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
#if OSD_NUM_VARYINGS > 0
for (int i = 0; i < OSD_NUM_VARYINGS; ++i)
outpt.v.varyings[i] = varyings[i];
#endif
}
#endif
//----------------------------------------------------------
// Patches.TessControlBoundary
//----------------------------------------------------------
#ifdef PATCH_TESS_CONTROL_BOUNDARY_SHADER
layout(vertices = 16) out;
in block {
ControlVertex v;
} inpt[];
out block {
ControlVertex v;
} outpt[];
#define ID gl_InvocationID
void main()
{
int i = ID/4;
int j = ID%4;
i = 3 - i;
vec3 H[3];
for (int l=0; l<3; l++) {
H[l] = vec3(0,0,0);
for (int k=0; k<4; k++) {
float c = Q[i][k];
H[l] += c*inpt[l*4 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<3; k++) {
pos += B[j][k]*H[k];
}
outpt[ID].v.position = vec4(pos, 1.0);
int patchLevel = GetPatchLevel();
// +0.5 to avoid interpolation error of integer value
outpt[ID].v.patchCoord = vec4(0, 0,
patchLevel+0.5,
gl_PrimitiveID+LevelBase+0.5);
OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
if (ID == 0) {
OSD_PATCH_CULL(12);
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] =
TessAdaptive(inpt[1].v.position.xyz, inpt[2].v.position.xyz, patchLevel);
gl_TessLevelOuter[1] =
TessAdaptive(inpt[2].v.position.xyz, inpt[6].v.position.xyz, patchLevel);
gl_TessLevelOuter[2] =
TessAdaptive(inpt[5].v.position.xyz, inpt[6].v.position.xyz, patchLevel);
gl_TessLevelOuter[3] =
TessAdaptive(inpt[1].v.position.xyz, inpt[5].v.position.xyz, patchLevel);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#else
gl_TessLevelInner[0] = GetTessLevel(patchLevel);
gl_TessLevelInner[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalBoundary
//----------------------------------------------------------
#ifdef PATCH_TESS_EVAL_BOUNDARY_SHADER
layout(quads) in;
layout(equal_spacing) in;
in block {
ControlVertex v;
} inpt[];
out block {
OutputVertex v;
} outpt;
void main()
{
float u = gl_TessCoord.x,
v = gl_TessCoord.y;
/*
float B[4], D[4];
Univar4x4(u, B, D);
vec3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = vec3(0.0f, 0.0f, 0.0f);
DUCP[i] = vec3(0.0f, 0.0f, 0.0f);
for (int j=0; j<4; ++j) {
vec3 A = inpt[4*i + j].v.position.xyz;
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f);
vec3 Tangent = vec3(0.0f, 0.0f, 0.0f);
vec3 BiTangent = vec3(0.0f, 0.0f, 0.0f);
Univar4x4(v, B, D);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
}
*/
vec3 WorldPos, Tangent, BiTangent;
vec3 cp[16];
for(int i = 0; i < 16; ++i) cp[i] = inpt[i].v.position.xyz;
EvalBSpline(gl_TessCoord.xy, cp, WorldPos, Tangent, BiTangent);
vec3 normal = normalize(cross(Tangent, BiTangent));
outpt.v.position = vec4(WorldPos, 1.0f);
outpt.v.normal = normal;
BiTangent = -BiTangent; // BiTangent will be used in following macro
outpt.v.tangent = BiTangent;
outpt.v.patchCoord = inpt[0].v.patchCoord;
outpt.v.patchCoord.xy = vec2(1.0-v, u);
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(0);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
}
#endif
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
layout (location=2) in vec4 color;
out block {
OutputVertex v;
} outpt;
void main() {
gl_Position = ModelViewProjectionMatrix * position;
outpt.v.color = color;
}
#endif
//----------------------------------------------------------
// Patches.FragmentColor
//----------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
} inpt;
void main() {
gl_FragColor = inpt.v.color;
}
#endif

View File

@ -58,7 +58,7 @@
//----------------------------------------------------------
// Patches.TessVertexBoundaryGregory
//----------------------------------------------------------
#ifdef PATCH_VERTEX_BOUNDARY_GREGORY_SHADER
#ifdef OSD_PATCH_VERTEX_BOUNDARY_GREGORY_SHADER
uniform samplerBuffer g_VertexBuffer;
uniform isamplerBuffer g_ValenceBuffer;
@ -258,7 +258,7 @@ void main()
//----------------------------------------------------------
// Patches.TessControlBoundaryGregory
//----------------------------------------------------------
#ifdef PATCH_TESS_CONTROL_BOUNDARY_GREGORY_SHADER
#ifdef OSD_PATCH_TESS_CONTROL_BOUNDARY_GREGORY_SHADER
layout(vertices = 4) out;
@ -410,13 +410,13 @@ void main()
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] =
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[1].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[1].v.hullPosition.xyz);
gl_TessLevelOuter[1] =
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz);
gl_TessLevelOuter[2] =
TessAdaptive(inpt[2].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[2].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz);
gl_TessLevelOuter[3] =
TessAdaptive(inpt[1].v.hullPosition.xyz, inpt[2].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[1].v.hullPosition.xyz, inpt[2].v.hullPosition.xyz);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
@ -436,7 +436,7 @@ void main()
//----------------------------------------------------------
// Patches.TessEvalBoundaryGregory
//----------------------------------------------------------
#ifdef PATCH_TESS_EVAL_BOUNDARY_GREGORY_SHADER
#ifdef OSD_PATCH_TESS_EVAL_BOUNDARY_GREGORY_SHADER
layout(quads) in;
layout(cw) in;
@ -509,7 +509,7 @@ void main()
float B[4], D[4];
Univar4x4(gl_TessCoord.x, B, D);
Univar4x4(u, B, D);
vec3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
@ -529,7 +529,7 @@ void main()
vec3 Tangent = vec3(0, 0, 0);
vec3 BiTangent = vec3(0, 0, 0);
Univar4x4(gl_TessCoord.y, B, D);
Univar4x4(v, B, D);
for (uint i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
@ -544,15 +544,16 @@ void main()
outpt.v.position = ModelViewMatrix * vec4(WorldPos, 1.0f);
outpt.v.normal = normal;
outpt.v.tangent = normalize(BiTangent);
outpt.v.patchCoord = inpt[0].v.patchCoord;
outpt.v.patchCoord.xy = vec2(v, u);
outpt.v.tangent = normalize(BiTangent);
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_DISPLACEMENT_CALLBACK;
gl_Position = (ModelViewProjectionMatrix * vec4(WorldPos, 1.0f));
gl_Position = ProjectionMatrix * outpt.v.position;
}
#endif
@ -560,7 +561,7 @@ void main()
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
#ifdef VERTEX_SHADER
#ifdef OSD_VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
@ -580,7 +581,7 @@ void main() {
//----------------------------------------------------------
// Patches.FragmentColor
//----------------------------------------------------------
#ifdef FRAGMENT_SHADER
#ifdef OSD_FRAGMENT_SHADER
in block {
OutputVertex v;

View File

@ -63,8 +63,16 @@
#define OSD_NUM_VARYINGS 0
#endif
#ifndef ROTATE
#define ROTATE 0
#ifndef OSD_TRANSITION_ROTATE
#define OSD_TRANSITION_ROTATE 0
#endif
#if defined OSD_PATCH_BOUNDARY
#define OSD_PATCH_INPUT_SIZE 12
#elif defined OSD_PATCH_CORNER
#define OSD_PATCH_INPUT_SIZE 9
#else
#define OSD_PATCH_INPUT_SIZE 16
#endif
#define M_PI 3.14159265359f
@ -151,7 +159,7 @@ float GetPostProjectionSphereExtent(vec3 center, float diameter)
return abs(diameter * ProjectionMatrix[1][1] / p.w);
}
float TessAdaptive(vec3 p0, vec3 p1, int patchLevel)
float TessAdaptive(vec3 p0, vec3 p1)
{
// Adaptive factor can be any computation that depends only on arg values.
// Project the diameter of the edge's bounding sphere instead of using the
@ -201,13 +209,13 @@ uniform isamplerBuffer g_ptexIndicesBuffer;
{ \
int rot = (inpt[0].v.ptexInfo.w + 4 - ROTATE)%4; \
if (rot == 1) { \
outpt.v.tangent = -normalize(Tangent); \
} else if (rot == 2) { \
outpt.v.tangent = -normalize(BiTangent); \
} else if (rot == 2) { \
outpt.v.tangent = -normalize(Tangent); \
} else if (rot == 3) { \
outpt.v.tangent = normalize(Tangent); \
} else { \
outpt.v.tangent = normalize(BiTangent); \
} else { \
outpt.v.tangent = normalize(Tangent); \
} \
}
@ -244,29 +252,6 @@ uniform isamplerBuffer g_ptexIndicesBuffer;
//----------------------------------------------------------
// Patches.Coefficients
//----------------------------------------------------------
// Regular
uniform mat4 Q = mat4(
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.f,
0.f, 2.f/3.f, 1.f/3.f, 0.f,
0.f, 1.f/3.f, 2.f/3.f, 0.f,
0.f, 1.f/6.f, 2.f/3.f, 1.f/6.f
);
// Boundary
uniform mat4x3 B = mat4x3(
1.0f, 0.0f, 0.0f,
2.f/3.f, 1.f/3.f, 0.0f,
1.f/3.f, 2.f/3.f, 0.0f,
1.f/6.f, 2.f/3.f, 1.f/6.f
);
// Corner
uniform mat4 R = mat4(
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.0f,
0.0f, 2.f/3.f, 1.f/3.f, 0.0f,
0.0f, 1.f/3.f, 2.f/3.f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
);
#if OSD_MAX_VALENCE<=10
uniform float ef[7] = float[](
@ -315,47 +300,6 @@ Univar4x4(in float u, out float B[4], out float D[4])
D[3] = A2;
}
vec4
EvalBSpline(vec2 uv, vec4 cp[16])
{
float B[4], D[4];
Univar4x4(uv.x, B, D);
vec3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = vec3(0.0f, 0.0f, 0.0f);
DUCP[i] = vec3(0.0f, 0.0f, 0.0f);
for (int j=0; j<4; ++j) {
/*
#if ROTATE == 1
vec3 A = cp[4*(3-j) + (3-j)].xyz;
#elif ROTATE == 2
vec3 A = cp[4*i + (3-j)].xyz;
#elif ROTATE == 3
vec3 A = cp[4*j + i].xyz;
#else
vec3 A = cp[4*i + j].xyz;
#endif
*/
vec3 A = cp[4*i + j].xyz;
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
vec3 val = vec3(0);
Univar4x4(uv.y, B, D);
for (int i=0; i<4; ++i) {
val += B[i] * BUCP[i];
}
return vec4(val, 1);
}
void EvalBSpline(vec2 uv, vec3 cp[16],
out vec3 position,
out vec3 utangent,
@ -372,13 +316,13 @@ void EvalBSpline(vec2 uv, vec3 cp[16],
DUCP[i] = vec3(0);
for (int j=0; j<4; ++j) {
#if ROTATE == 1
vec3 A = cp[4*(3-j) + (3-i)];
#elif ROTATE == 2
vec3 A = cp[4*i + (3-j)];
#elif ROTATE == 3
vec3 A = cp[4*j + i];
#else
#if OSD_TRANSITION_ROTATE == 1
vec3 A = cp[4*(3-j) + i];
#elif OSD_TRANSITION_ROTATE == 2
vec3 A = cp[4*(3-i) + (3-j)];
#elif OSD_TRANSITION_ROTATE == 3
vec3 A = cp[4*j + (3-i)];
#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
vec3 A = cp[4*i + j];
#endif
BUCP[i] += A * B[j];
@ -398,88 +342,3 @@ void EvalBSpline(vec2 uv, vec3 cp[16],
vtangent += D[i] * BUCP[i];
}
}
vec4 EvalGregory(vec2 uv, GregEvalVertex ev[4])
{
float u = uv.x;
float v = uv.y;
vec3 p[20];
p[0] = ev[0].position;
p[1] = ev[0].Ep;
p[2] = ev[0].Em;
p[3] = ev[0].Fp;
p[4] = ev[0].Fm;
p[5] = ev[1].position;
p[6] = ev[1].Ep;
p[7] = ev[1].Em;
p[8] = ev[1].Fp;
p[9] = ev[1].Fm;
p[10] = ev[2].position;
p[11] = ev[2].Ep;
p[12] = ev[2].Em;
p[13] = ev[2].Fp;
p[14] = ev[2].Fm;
p[15] = ev[3].position;
p[16] = ev[3].Ep;
p[17] = ev[3].Em;
p[18] = ev[3].Fp;
p[19] = ev[3].Fm;
vec3 q[16];
float U = 1-u, V=1-v;
float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
q[ 5] = (u*p[3] + v*p[4])/d11;
q[ 6] = (U*p[9] + v*p[8])/d12;
q[ 9] = (u*p[19] + V*p[18])/d21;
q[10] = (U*p[13] + V*p[14])/d22;
q[ 0] = p[0];
q[ 1] = p[1];
q[ 2] = p[7];
q[ 3] = p[5];
q[ 4] = p[2];
q[ 7] = p[6];
q[ 8] = p[16];
q[11] = p[12];
q[12] = p[15];
q[13] = p[17];
q[14] = p[11];
q[15] = p[10];
float B[4], D[4];
Univar4x4(u, B, D);
vec3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = vec3(0, 0, 0);
DUCP[i] = vec3(0, 0, 0);
for (uint j=0; j<4; ++j) {
// reverse face front
vec3 A = q[i + 4*j];
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
vec3 WorldPos = vec3(0);
Univar4x4(v, B, D);
for (uint i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
}
return vec4(WorldPos, 1);
}

View File

@ -1,265 +0,0 @@
//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.TessVertex
//----------------------------------------------------------
#ifdef PATCH_VERTEX_SHADER
layout (location=0) in vec4 position;
out block {
ControlVertex v;
} outpt;
void main() {
outpt.v.position = ModelViewMatrix * position;
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
#if OSD_NUM_VARYINGS > 0
for (int i = 0; i < OSD_NUM_VARYINGS; ++i)
outpt.v.varyings[i] = varyings[i];
#endif
}
#endif
//----------------------------------------------------------
// Patches.TessControlCorner
//----------------------------------------------------------
#ifdef PATCH_TESS_CONTROL_CORNER_SHADER
layout(vertices = 16) out;
in block {
ControlVertex v;
} inpt[];
out block {
ControlVertex v;
} outpt[];
#define ID gl_InvocationID
void main()
{
int i = ID/4;
int j = ID%4;
vec3 H[3];
for (int l=0; l<3; l++) {
H[l] = vec3(0,0,0);
for (int k=0; k<3; k++) {
float c = B[i][2-k];
H[l] += c*inpt[l*3 + k].v.position.xyz;
}
}
vec3 pos = vec3(0,0,0);
for (int k=0; k<3; k++) {
pos += B[j][k]*H[k];
}
outpt[ID].v.position = vec4(pos, 1.0);
int patchLevel = GetPatchLevel();
// +0.5 to avoid interpolation error of integer value
outpt[ID].v.patchCoord = vec4(0, 0,
patchLevel+0.5,
gl_PrimitiveID+LevelBase+0.5);
OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
if (ID == 0) {
OSD_PATCH_CULL(9);
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] =
TessAdaptive(inpt[2].v.position.xyz, inpt[5].v.position.xyz, patchLevel);
gl_TessLevelOuter[1] =
TessAdaptive(inpt[1].v.position.xyz, inpt[2].v.position.xyz, patchLevel);
gl_TessLevelOuter[2] =
TessAdaptive(inpt[4].v.position.xyz, inpt[5].v.position.xyz, patchLevel);
gl_TessLevelOuter[3] =
TessAdaptive(inpt[1].v.position.xyz, inpt[4].v.position.xyz, patchLevel);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
#else
gl_TessLevelInner[0] = GetTessLevel(patchLevel);
gl_TessLevelInner[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
}
}
#endif
//----------------------------------------------------------
// Patches.TessEvalCorner
//----------------------------------------------------------
#ifdef PATCH_TESS_EVAL_CORNER_SHADER
layout(quads) in;
layout(equal_spacing) in;
in block {
ControlVertex v;
} inpt[];
out block {
OutputVertex v;
} outpt;
void main()
{
float u = gl_TessCoord.x,
v = gl_TessCoord.y;
float B[4], D[4];
Univar4x4(u, B, D);
vec3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = vec3(0.0f, 0.0f, 0.0f);
DUCP[i] = vec3(0.0f, 0.0f, 0.0f);
for (int j=0; j<4; ++j) {
vec3 A = inpt[4*i + j].v.position.xyz;
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f);
vec3 Tangent = vec3(0.0f, 0.0f, 0.0f);
vec3 BiTangent = vec3(0.0f, 0.0f, 0.0f);
Univar4x4(v, B, D);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
}
vec3 normal = normalize(cross(Tangent, BiTangent));
outpt.v.position = vec4(WorldPos, 1.0f);
outpt.v.normal = normal;
BiTangent = -BiTangent; // BiTangent will be used in following macro
outpt.v.tangent = BiTangent;
outpt.v.patchCoord = inpt[0].v.patchCoord;
outpt.v.patchCoord.xy = vec2(1.0-v, u);
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(0);
OSD_DISPLACEMENT_CALLBACK;
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
}
#endif
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
layout (location=2) in vec4 color;
out block {
OutputVertex v;
} outpt;
void main() {
gl_Position = ModelViewProjectionMatrix * position;
outpt.v.color = color;
}
#endif
//----------------------------------------------------------
// Patches.FragmentColor
//----------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
} inpt;
void main() {
gl_FragColor = inpt.v.color;
}
#endif

View File

@ -58,7 +58,7 @@
//----------------------------------------------------------
// Patches.TessVertexGregory
//----------------------------------------------------------
#ifdef PATCH_VERTEX_GREGORY_SHADER
#ifdef OSD_PATCH_VERTEX_GREGORY_SHADER
uniform samplerBuffer g_VertexBuffer;
uniform isamplerBuffer g_ValenceBuffer;
@ -153,7 +153,7 @@ void main()
//----------------------------------------------------------
// Patches.TessControlGregory
//----------------------------------------------------------
#ifdef PATCH_TESS_CONTROL_GREGORY_SHADER
#ifdef OSD_PATCH_TESS_CONTROL_GREGORY_SHADER
layout(vertices = 4) out;
@ -235,8 +235,8 @@ void main()
int patchLevel = GetPatchLevel();
outpt[ID].v.patchCoord = vec4(0, 0,
patchLevel+0.5,
gl_PrimitiveID+LevelBase+0.5);
patchLevel+0.5f,
gl_PrimitiveID+LevelBase+0.5f);
OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
@ -245,13 +245,13 @@ void main()
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
gl_TessLevelOuter[0] =
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[1].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[1].v.hullPosition.xyz);
gl_TessLevelOuter[1] =
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[0].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz);
gl_TessLevelOuter[2] =
TessAdaptive(inpt[2].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[2].v.hullPosition.xyz, inpt[3].v.hullPosition.xyz);
gl_TessLevelOuter[3] =
TessAdaptive(inpt[1].v.hullPosition.xyz, inpt[2].v.hullPosition.xyz, patchLevel);
TessAdaptive(inpt[1].v.hullPosition.xyz, inpt[2].v.hullPosition.xyz);
gl_TessLevelInner[0] =
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
gl_TessLevelInner[1] =
@ -271,7 +271,7 @@ void main()
//----------------------------------------------------------
// Patches.TessEvalGregory
//----------------------------------------------------------
#ifdef PATCH_TESS_EVAL_GREGORY_SHADER
#ifdef OSD_PATCH_TESS_EVAL_GREGORY_SHADER
layout(quads) in;
layout(cw) in;
@ -377,9 +377,9 @@ void main()
vec3 normal = normalize(cross(BiTangent, Tangent));
outpt.v.position = ModelViewMatrix * vec4(WorldPos, 1.0);
outpt.v.position = ModelViewMatrix * vec4(WorldPos, 1.0f);
outpt.v.normal = normal;
outpt.v.tangent = BiTangent;
outpt.v.tangent = normalize(BiTangent);
outpt.v.patchCoord = inpt[0].v.patchCoord;
outpt.v.patchCoord.xy = vec2(v, u);
@ -396,7 +396,7 @@ void main()
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
#ifdef VERTEX_SHADER
#ifdef OSD_VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
@ -416,7 +416,7 @@ void main() {
//----------------------------------------------------------
// Patches.FragmentColor
//----------------------------------------------------------
#ifdef FRAGMENT_SHADER
#ifdef OSD_FRAGMENT_SHADER
in block {
OutputVertex v;

File diff suppressed because it is too large Load Diff

View File

@ -55,32 +55,11 @@
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.Coefficients
//----------------------------------------------------------
static float4x4 Q = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.f,
0.f, 2.f/3.f, 1.f/3.f, 0.f,
0.f, 1.f/3.f, 2.f/3.f, 0.f,
0.f, 1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Boundary
static float4x3 B = {
1.0f, 0.0f, 0.0f,
2.f/3.f, 1.f/3.f, 0.0f,
1.f/3.f, 2.f/3.f, 0.0f,
1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Corner
static float4x4 R = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.0f,
0.0f, 2.f/3.f, 1.f/3.f, 0.0f,
0.0f, 1.f/3.f, 2.f/3.f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
#define HS_DOMAIN "tri"
#else
#define HS_DOMAIN "quad"
#endif
//----------------------------------------------------------
// Patches.Vertex
@ -99,57 +78,94 @@ void vs_main_patches( in InputVertex input,
}
//----------------------------------------------------------
// Patches.HullRegular
// Patches.HullBSpline
//----------------------------------------------------------
HS_CONSTANT_FUNC_OUT HSConstFunc(
InputPatch<HullVertex, 12> patch,
// Regular
static float4x4 Q = {
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
0.f, 4.f/6.f, 2.f/6.f, 0.f,
0.f, 2.f/6.f, 4.f/6.f, 0.f,
0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
};
// Boundary / Corner
static float4x3 B = {
1.f, 0.f, 0.f,
4.f/6.f, 2.f/6.f, 0.f,
2.f/6.f, 4.f/6.f, 0.f,
1.f/6.f, 4.f/6.f, 1.f/6.f
};
#ifdef OSD_PATCH_TRANSITION
HS_CONSTANT_TRANSITION_FUNC_OUT
#else
HS_CONSTANT_FUNC_OUT
#endif
HSConstFunc(
InputPatch<HullVertex, OSD_PATCH_INPUT_SIZE> patch,
uint primitiveID : SV_PrimitiveID)
{
#ifdef OSD_PATCH_TRANSITION
HS_CONSTANT_TRANSITION_FUNC_OUT output;
#else
HS_CONSTANT_FUNC_OUT output;
#endif
int patchLevel = GetPatchLevel(primitiveID);
OSD_PATCH_CULL(12);
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
output.tessLevelOuter[0] =
TessAdaptive(patch[1].position.xyz, patch[2].position.xyz, patchLevel);
output.tessLevelOuter[1] =
TessAdaptive(patch[2].position.xyz, patch[6].position.xyz, patchLevel);
output.tessLevelOuter[2] =
TessAdaptive(patch[5].position.xyz, patch[6].position.xyz, patchLevel);
output.tessLevelOuter[3] =
TessAdaptive(patch[1].position.xyz, patch[5].position.xyz, patchLevel);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
OSD_PATCH_CULL_TRIANGLE(OSD_PATCH_INPUT_SIZE);
#else
output.tessLevelInner[0] = GetTessLevel(patchLevel);
output.tessLevelInner[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[0] = GetTessLevel(patchLevel);
output.tessLevelOuter[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[2] = GetTessLevel(patchLevel);
output.tessLevelOuter[3] = GetTessLevel(patchLevel);
OSD_PATCH_CULL(OSD_PATCH_INPUT_SIZE);
#endif
#ifdef OSD_PATCH_TRANSITION
float3 cp[OSD_PATCH_INPUT_SIZE];
for(int k = 0; k < OSD_PATCH_INPUT_SIZE; ++k) cp[k] = patch[k].position.xyz;
SetTransitionTessLevels(output, cp, patchLevel);
#else
#if defined OSD_PATCH_BOUNDARY
const int p[4] = { 1, 2, 5, 6 };
#elif defined OSD_PATCH_CORNER
const int p[4] = { 1, 2, 4, 5 };
#else
const int p[4] = { 5, 6, 9, 10 };
#endif
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
output.tessLevelOuter[0] = TessAdaptive(patch[p[0]].position.xyz, patch[p[2]].position.xyz);
output.tessLevelOuter[1] = TessAdaptive(patch[p[0]].position.xyz, patch[p[1]].position.xyz);
output.tessLevelOuter[2] = TessAdaptive(patch[p[1]].position.xyz, patch[p[3]].position.xyz);
output.tessLevelOuter[3] = TessAdaptive(patch[p[2]].position.xyz, patch[p[3]].position.xyz);
output.tessLevelInner[0] = max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] = max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#else
output.tessLevelInner[0] = GetTessLevel(patchLevel);
output.tessLevelInner[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[0] = GetTessLevel(patchLevel);
output.tessLevelOuter[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[2] = GetTessLevel(patchLevel);
output.tessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
#endif
return output;
}
[domain("quad")]
[domain(HS_DOMAIN)]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(16)]
[patchconstantfunc("HSConstFunc")]
HullVertex hs_main_patches(
in InputPatch<HullVertex, 12> patch,
in InputPatch<HullVertex, OSD_PATCH_INPUT_SIZE> patch,
uint primitiveID : SV_PrimitiveID,
in uint ID : SV_OutputControlPointID )
{
int i = ID/4;
int j = ID%4;
i = 3 - i;
int i = ID%4;
int j = ID/4;
#if defined OSD_PATCH_BOUNDARY
float3 H[3];
for (int l=0; l<3; ++l) {
H[l] = float3(0,0,0);
@ -159,14 +175,45 @@ HullVertex hs_main_patches(
}
float3 pos = float3(0,0,0);
for (int k=0; k<3; ++k){
pos += B[j][k] * H[k];
for (int k=0; k<3; ++k) {
pos += B[j][k]*H[k];
}
#elif defined OSD_PATCH_CORNER
float3 H[3];
for (int l=0; l<3; ++l) {
H[l] = float3(0,0,0);
for (int k=0; k<3; ++k) {
H[l] += B[3-i][2-k] * patch[l*3 + k].position.xyz;
}
}
float3 pos = float3(0,0,0);
for (int k=0; k<3; ++k) {
pos += B[j][k]*H[k];
}
#else
float3 H[4];
for (int l=0; l<4; ++l) {
H[l] = float3(0,0,0);
for(int k=0; k<4; ++k) {
H[l] += Q[i][k] * patch[l*4 + k].position.xyz;
}
}
float3 pos = float3(0,0,0);
for (int k=0; k<4; ++k){
pos += Q[j][k]*H[k];
}
#endif
HullVertex output;
output.position = float4(pos, 1.0);
int patchLevel = GetPatchLevel(primitiveID);
// +0.5 to avoid interpolation error of integer value
output.patchCoord = float4(0, 0,
patchLevel+0.5,
@ -178,7 +225,7 @@ HullVertex hs_main_patches(
}
//----------------------------------------------------------
// Patches.DomainRegular
// Patches.DomainBSpline
//----------------------------------------------------------
// B-spline basis evaluation via deBoor pyramid...
@ -224,19 +271,30 @@ Univar4x4(in float u, out float B[4], out float D[4])
D[3] = A2;
}
[domain("quad")]
[domain(HS_DOMAIN)]
void ds_main_patches(
#ifdef OSD_PATCH_TRANSITION
in HS_CONSTANT_TRANSITION_FUNC_OUT input,
#else
in HS_CONSTANT_FUNC_OUT input,
#endif
in OutputPatch<HullVertex, 16> patch,
in float2 uv : SV_DomainLocation,
#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
in float3 domainCoord : SV_DomainLocation,
#else
in float2 domainCoord : SV_DomainLocation,
#endif
out OutputVertex output )
{
float u = uv.x,
v = uv.y;
#ifdef OSD_PATCH_TRANSITION
float2 UV = GetTransitionSubpatchUV(domainCoord);
#else
float2 UV = domainCoord;
#endif
float B[4], D[4];
Univar4x4(u, B, D);
Univar4x4(UV.x, B, D);
float3 BUCP[4], DUCP[4];
@ -245,8 +303,15 @@ void ds_main_patches(
DUCP[i] = float3(0,0,0);
for (int j=0; j<4; ++j) {
#if OSD_TRANSITION_ROTATE == 1
float3 A = patch[4*(3-j) + i].position.xyz;
#elif OSD_TRANSITION_ROTATE == 2
float3 A = patch[4*(3-i) + (3-j)].position.xyz;
#elif OSD_TRANSITION_ROTATE == 3
float3 A = patch[4*j + (3-i)].position.xyz;
#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
float3 A = patch[4*i + j].position.xyz;
#endif
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
@ -256,27 +321,34 @@ void ds_main_patches(
float3 Tangent = float3(0,0,0);
float3 BiTangent = float3(0,0,0);
Univar4x4(v, B, D);
Univar4x4(UV.y, B, D);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
for (int k=0; k<4; ++k) {
WorldPos += B[k] * BUCP[k];
Tangent += B[k] * DUCP[k];
BiTangent += D[k] * BUCP[k];
}
float3 normal = -normalize(cross(BiTangent, Tangent));
float3 normal = normalize(cross(Tangent, BiTangent));
output.position = float4(WorldPos, 1.0f);
output.normal = normal;
output.tangent = -normalize(BiTangent);
output.tangent = normalize(Tangent);
output.patchCoord = patch[0].patchCoord;
output.patchCoord.xy = float2(1.0-v, u);
#if OSD_TRANSITION_ROTATE == 1
output.patchCoord.xy = float2(UV.y, 1.0-UV.x);
#elif OSD_TRANSITION_ROTATE == 2
output.patchCoord.xy = float2(1.0-UV.x, 1.0-UV.y);
#elif OSD_TRANSITION_ROTATE == 3
output.patchCoord.xy = float2(1.0-UV.y, UV.x);
#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
output.patchCoord.xy = float2(UV.x, UV.y);
#endif
OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(0);
OSD_DISPLACEMENT_CALLBACK;
output.positionOut = mul(ProjectionMatrix, float4(WorldPos, 1.0f));

View File

@ -293,13 +293,13 @@ HS_CONSTANT_FUNC_OUT HSConstFunc(
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
output.tessLevelOuter[0] =
TessAdaptive(patch[0].hullPosition.xyz, patch[1].hullPosition.xyz, patchLevel);
TessAdaptive(patch[0].hullPosition.xyz, patch[1].hullPosition.xyz);
output.tessLevelOuter[1] =
TessAdaptive(patch[0].hullPosition.xyz, patch[3].hullPosition.xyz, patchLevel);
TessAdaptive(patch[0].hullPosition.xyz, patch[3].hullPosition.xyz);
output.tessLevelOuter[2] =
TessAdaptive(patch[2].hullPosition.xyz, patch[3].hullPosition.xyz, patchLevel);
TessAdaptive(patch[2].hullPosition.xyz, patch[3].hullPosition.xyz);
output.tessLevelOuter[3] =
TessAdaptive(patch[1].hullPosition.xyz, patch[2].hullPosition.xyz, patchLevel);
TessAdaptive(patch[1].hullPosition.xyz, patch[2].hullPosition.xyz);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
@ -582,9 +582,10 @@ void ds_main_patches(
output.position = mul(ModelViewMatrix, float4(WorldPos, 1.0f));
output.normal = normal;
output.tangent = normalize(BiTangent);
output.patchCoord = patch[0].patchCoord;
output.patchCoord.xy = float2(v, u);
output.tangent = BiTangent;
OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;

View File

@ -56,13 +56,25 @@
//
//----------------------------------------------------------
// Patches.Prologue
// Patches.Common
//----------------------------------------------------------
#ifndef OSD_NUM_VARYINGS
#define OSD_NUM_VARYINGS 0
#endif
#ifndef OSD_TRANSITION_ROTATE
#define OSD_TRANSITION_ROTATE 0
#endif
#if defined OSD_PATCH_BOUNDARY
#define OSD_PATCH_INPUT_SIZE 12
#elif defined OSD_PATCH_CORNER
#define OSD_PATCH_INPUT_SIZE 9
#else
#define OSD_PATCH_INPUT_SIZE 16
#endif
#define M_PI 3.14159265359f
struct InputVertex {
@ -136,7 +148,8 @@ cbuffer Tessellation : register( b1 ) {
int LevelBase;
};
float GetTessLevel(int patchLevel) {
float GetTessLevel(int patchLevel)
{
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
return TessLevel;
#else
@ -150,7 +163,7 @@ float GetPostProjectionSphereExtent(float3 center, float diameter)
return abs(diameter * ProjectionMatrix[1][1] / p.w);
}
float TessAdaptive(float3 p0, float3 p1, int patchLevel)
float TessAdaptive(float3 p0, float3 p1)
{
// Adaptive factor can be any computation that depends only on arg values.
// Project the diameter of the edge's bounding sphere instead of using the
@ -166,17 +179,14 @@ float TessAdaptive(float3 p0, float3 p1, int patchLevel)
Buffer<int2> g_ptexIndicesBuffer : register( t3 );
int GetPatchLevel(int primitiveID)
{
int2 ptexIndex = g_ptexIndicesBuffer[primitiveID + LevelBase].xy;
return ptexIndex.y & 0xf;
}
#define GetPatchLevel(primitiveID) \
(g_ptexIndicesBuffer[primitiveID + LevelBase].y & 0xf)
#define OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER \
#define OSD_COMPUTE_PTEX_COORD_HULL_SHADER \
{ \
int2 ptexIndex = g_ptexIndicesBuffer[ID + LevelBase].xy; \
int faceID = ptexIndex.x; \
int lv = 1 << (ptexIndex.y & 0xf); \
int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1)); \
int u = (ptexIndex.y >> 17) & 0x3ff; \
int v = (ptexIndex.y >> 7) & 0x3ff; \
int rotation = (ptexIndex.y >> 5) & 0x3; \
@ -184,8 +194,6 @@ int GetPatchLevel(int primitiveID)
output.ptexInfo = int4(u, v, lv, rotation); \
}
#define OSD_COMPUTE_PTEX_COORD_HULL_SHADER
#define OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER \
{ \
float2 uv = output.patchCoord.xy; \
@ -203,13 +211,13 @@ int GetPatchLevel(int primitiveID)
{ \
int rot = (patch[0].ptexInfo.w + 4 - ROTATE)%4; \
if (rot == 1) { \
output.tangent = -normalize(Tangent); \
} else if (rot == 2) { \
output.tangent = -normalize(BiTangent); \
} else if (rot == 2) { \
output.tangent = -normalize(Tangent); \
} else if (rot == 3) { \
output.tangent = normalize(Tangent); \
} else { \
output.tangent = normalize(BiTangent); \
} else { \
output.tangent = normalize(Tangent); \
} \
}

View File

@ -1,309 +0,0 @@
//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.Coefficients
//----------------------------------------------------------
static float4x4 Q = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.f,
0.f, 2.f/3.f, 1.f/3.f, 0.f,
0.f, 1.f/3.f, 2.f/3.f, 0.f,
0.f, 1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Boundary
static float4x3 B = {
1.0f, 0.0f, 0.0f,
2.f/3.f, 1.f/3.f, 0.0f,
1.f/3.f, 2.f/3.f, 0.0f,
1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Corner
static float4x4 R = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.0f,
0.0f, 2.f/3.f, 1.f/3.f, 0.0f,
0.0f, 1.f/3.f, 2.f/3.f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
void vs_main_patches( in InputVertex input,
out HullVertex output )
{
output.position = mul(ModelViewMatrix, input.position);
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
#if OSD_NUM_VARYINGS > 0
for (int i = 0; i< OSD_NUM_VARYINGS; ++i)
output.varyings[i] = input.varyings[i];
#endif
}
//----------------------------------------------------------
// Patches.HullRegular
//----------------------------------------------------------
HS_CONSTANT_FUNC_OUT HSConstFunc(
InputPatch<HullVertex, 9> patch,
uint primitiveID : SV_PrimitiveID)
{
HS_CONSTANT_FUNC_OUT output;
int patchLevel = GetPatchLevel(primitiveID);
OSD_PATCH_CULL(9);
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
output.tessLevelOuter[0] =
TessAdaptive(patch[2].position.xyz, patch[5].position.xyz, patchLevel);
output.tessLevelOuter[1] =
TessAdaptive(patch[1].position.xyz, patch[2].position.xyz, patchLevel);
output.tessLevelOuter[2] =
TessAdaptive(patch[4].position.xyz, patch[5].position.xyz, patchLevel);
output.tessLevelOuter[3] =
TessAdaptive(patch[1].position.xyz, patch[4].position.xyz, patchLevel);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#else
output.tessLevelInner[0] = GetTessLevel(patchLevel);
output.tessLevelInner[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[0] = GetTessLevel(patchLevel);
output.tessLevelOuter[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[2] = GetTessLevel(patchLevel);
output.tessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
return output;
}
[domain("quad")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(16)]
[patchconstantfunc("HSConstFunc")]
HullVertex hs_main_patches(
in InputPatch<HullVertex, 9> patch,
uint primitiveID : SV_PrimitiveID,
in uint ID : SV_OutputControlPointID )
{
int i = ID/4;
int j = ID%4;
float3 H[3];
for (int l=0; l<3; ++l) {
H[l] = float3(0,0,0);
for (int k=0; k<3; ++k) {
H[l] += B[i][2-k] * patch[l*3 + k].position.xyz;
}
}
float3 pos = float3(0,0,0);
for (int k=0; k<3; ++k){
pos += B[j][k] * H[k];
}
HullVertex output;
output.position = float4(pos, 1.0);
int patchLevel = GetPatchLevel(primitiveID);
// +0.5 to avoid interpolation error of integer value
output.patchCoord = float4(0, 0,
patchLevel+0.5,
primitiveID+LevelBase+0.5);
OSD_COMPUTE_PTEX_COORD_HULL_SHADER;
return output;
}
//----------------------------------------------------------
// Patches.DomainRegular
//----------------------------------------------------------
// B-spline basis evaluation via deBoor pyramid...
void
EvalCubicBSpline(in float u, out float B[4], out float BU[4])
{
float t = u;
float s = 1.0 - u;
float C0 = s * (0.5 * s);
float C1 = t * (s + 0.5 * t) + s * (0.5 * s + t);
float C2 = t * ( 0.5 * t);
B[0] = 1.f/3.f * s * C0;
B[1] = (2.f/3.f * s + t) * C0 + (2.f/3.f * s + 1.f/3.f * t) * C1;
B[2] = (1.f/3.f * s + 2.f/3.f * t) * C1 + ( s + 2.f/3.f * t) * C2;
B[3] = 1.f/3.f * t * C2;
BU[0] = - C0;
BU[1] = C0 - C1;
BU[2] = C1 - C2;
BU[3] = C2;
}
void
Univar4x4(in float u, out float B[4], out float D[4])
{
float t = u;
float s = 1.0 - u;
float A0 = s * s;
float A1 = 2 * s * t;
float A2 = t * t;
B[0] = s * A0;
B[1] = t * A0 + s * A1;
B[2] = t * A1 + s * A2;
B[3] = t * A2;
D[0] = - A0;
D[1] = A0 - A1;
D[2] = A1 - A2;
D[3] = A2;
}
[domain("quad")]
void ds_main_patches(
in HS_CONSTANT_FUNC_OUT input,
in OutputPatch<HullVertex, 16> patch,
in float2 uv : SV_DomainLocation,
out OutputVertex output )
{
float u = uv.x,
v = uv.y;
float B[4], D[4];
Univar4x4(u, B, D);
float3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = float3(0,0,0);
DUCP[i] = float3(0,0,0);
for (int j=0; j<4; ++j) {
float3 A = patch[4*i + j].position.xyz;
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
float3 WorldPos = float3(0,0,0);
float3 Tangent = float3(0,0,0);
float3 BiTangent = float3(0,0,0);
Univar4x4(v, B, D);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
}
float3 normal = -normalize(cross(BiTangent, Tangent));
output.position = float4(WorldPos, 1.0f);
output.normal = normal;
output.tangent = -normalize(BiTangent);
output.patchCoord = patch[0].patchCoord;
output.patchCoord.xy = float2(u, v);
OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(0);
OSD_DISPLACEMENT_CALLBACK;
output.positionOut = mul(ProjectionMatrix, float4(WorldPos, 1.0f));
}
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
void vs_main( in InputVertex input,
out OutputVertex output)
{
output.positionOut = mul(ModelViewProjectionMatrix, input.position);
}
//----------------------------------------------------------
// Patches.PixelColor
//----------------------------------------------------------
cbuffer Data : register( b2 ) {
float4 color;
};
void ps_main( in OutputVertex input,
out float4 colorOut : SV_Target )
{
colorOut = color;
}

View File

@ -189,13 +189,13 @@ HS_CONSTANT_FUNC_OUT HSConstFunc(
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
output.tessLevelOuter[0] =
TessAdaptive(patch[0].hullPosition.xyz, patch[1].hullPosition.xyz, patchLevel);
TessAdaptive(patch[0].hullPosition.xyz, patch[1].hullPosition.xyz);
output.tessLevelOuter[1] =
TessAdaptive(patch[0].hullPosition.xyz, patch[3].hullPosition.xyz, patchLevel);
TessAdaptive(patch[0].hullPosition.xyz, patch[3].hullPosition.xyz);
output.tessLevelOuter[2] =
TessAdaptive(patch[2].hullPosition.xyz, patch[3].hullPosition.xyz, patchLevel);
TessAdaptive(patch[2].hullPosition.xyz, patch[3].hullPosition.xyz);
output.tessLevelOuter[3] =
TessAdaptive(patch[1].hullPosition.xyz, patch[2].hullPosition.xyz, patchLevel);
TessAdaptive(patch[1].hullPosition.xyz, patch[2].hullPosition.xyz);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
@ -286,8 +286,8 @@ GregDomainVertex hs_main_patches(
int patchLevel = GetPatchLevel(primitiveID);
output.patchCoord = float4(0, 0,
patchLevel+0.5,
primitiveID+LevelBase+0.5);
patchLevel+0.5f,
primitiveID+LevelBase+0.5f);
OSD_COMPUTE_PTEX_COORD_HULL_SHADER;
@ -298,10 +298,10 @@ GregDomainVertex hs_main_patches(
// Patches.DomainGregory
//----------------------------------------------------------
void Univar4(in float u, out float B[4], out float D[4])
void Univar4x4(in float u, out float B[4], out float D[4])
{
float t = u;
float s = 1.0 - u;
float s = 1.0f - u;
float A0 = s * s;
float A1 = 2 * s * t;
@ -383,7 +383,7 @@ void ds_main_patches(
float B[4], D[4];
Univar4(uv.x, B, D);
Univar4x4(uv.x, B, D);
float3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
@ -403,7 +403,7 @@ void ds_main_patches(
float3 Tangent = float3(0, 0, 0);
float3 BiTangent = float3(0, 0, 0);
Univar4(uv.y, B, D);
Univar4x4(uv.y, B, D);
for (uint i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
@ -416,7 +416,7 @@ void ds_main_patches(
float3 normal = normalize(cross(BiTangent, Tangent));
output.position = mul(ModelViewMatrix, float4(WorldPos, 1.0));
output.position = mul(ModelViewMatrix, float4(WorldPos, 1.0f));
output.normal = normal;
output.tangent = normalize(BiTangent);

View File

@ -1,304 +0,0 @@
//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.Coefficients
//----------------------------------------------------------
static float4x4 Q = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.f,
0.f, 2.f/3.f, 1.f/3.f, 0.f,
0.f, 1.f/3.f, 2.f/3.f, 0.f,
0.f, 1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Boundary
static float4x3 B = {
1.0f, 0.0f, 0.0f,
2.f/3.f, 1.f/3.f, 0.0f,
1.f/3.f, 2.f/3.f, 0.0f,
1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Corner
static float4x4 R = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.0f,
0.0f, 2.f/3.f, 1.f/3.f, 0.0f,
0.0f, 1.f/3.f, 2.f/3.f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
void vs_main_patches( in InputVertex input,
out HullVertex output )
{
output.position = mul(ModelViewMatrix, input.position);
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
#if OSD_NUM_VARYINGS > 0
for (int i = 0; i< OSD_NUM_VARYINGS; ++i)
output.varyings[i] = input.varyings[i];
#endif
}
//----------------------------------------------------------
// Patches.HullRegular
//----------------------------------------------------------
HS_CONSTANT_FUNC_OUT HSConstFunc(
InputPatch<HullVertex, 16> patch,
uint primitiveID : SV_PrimitiveID)
{
HS_CONSTANT_FUNC_OUT output;
int patchLevel = GetPatchLevel(primitiveID);
OSD_PATCH_CULL(16);
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
output.tessLevelOuter[0] =
TessAdaptive(patch[5].position.xyz, patch[9].position.xyz, patchLevel);
output.tessLevelOuter[1] =
TessAdaptive(patch[5].position.xyz, patch[6].position.xyz, patchLevel);
output.tessLevelOuter[2] =
TessAdaptive(patch[6].position.xyz, patch[10].position.xyz, patchLevel);
output.tessLevelOuter[3] =
TessAdaptive(patch[9].position.xyz, patch[10].position.xyz, patchLevel);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#else
output.tessLevelInner[0] = GetTessLevel(patchLevel);
output.tessLevelInner[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[0] = GetTessLevel(patchLevel);
output.tessLevelOuter[1] = GetTessLevel(patchLevel);
output.tessLevelOuter[2] = GetTessLevel(patchLevel);
output.tessLevelOuter[3] = GetTessLevel(patchLevel);
#endif
return output;
}
[domain("quad")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(16)]
[patchconstantfunc("HSConstFunc")]
HullVertex hs_main_patches(
in InputPatch<HullVertex, 16> patch,
uint primitiveID : SV_PrimitiveID,
in uint ID : SV_OutputControlPointID )
{
int i = ID/4;
int j = ID%4;
float3 H[4];
for (int l=0; l<4; ++l) {
H[l] = float3(0,0,0);
for(int k=0; k<4; ++k) {
H[l] += Q[i][k] * patch[l*4 + k].position.xyz;
}
}
float3 pos = float3(0,0,0);
for (int k=0; k<4; ++k){
pos += Q[j][k] * H[k];
}
HullVertex output;
output.position = float4(pos, 1.0);
int patchLevel = GetPatchLevel(primitiveID);
// +0.5 to avoid interpolation error of integer value
output.patchCoord = float4(0, 0,
patchLevel+0.5,
primitiveID+LevelBase+0.5);
OSD_COMPUTE_PTEX_COORD_HULL_SHADER;
return output;
}
//----------------------------------------------------------
// Patches.DomainRegular
//----------------------------------------------------------
// B-spline basis evaluation via deBoor pyramid...
void
EvalCubicBSpline(in float u, out float B[4], out float BU[4])
{
float t = u;
float s = 1.0 - u;
float C0 = s * (0.5 * s);
float C1 = t * (s + 0.5 * t) + s * (0.5 * s + t);
float C2 = t * ( 0.5 * t);
B[0] = 1.f/3.f * s * C0;
B[1] = (2.f/3.f * s + t) * C0 + (2.f/3.f * s + 1.f/3.f * t) * C1;
B[2] = (1.f/3.f * s + 2.f/3.f * t) * C1 + ( s + 2.f/3.f * t) * C2;
B[3] = 1.f/3.f * t * C2;
BU[0] = - C0;
BU[1] = C0 - C1;
BU[2] = C1 - C2;
BU[3] = C2;
}
void
Univar4x4(in float u, out float B[4], out float D[4])
{
float t = u;
float s = 1.0 - u;
float A0 = s * s;
float A1 = 2 * s * t;
float A2 = t * t;
B[0] = s * A0;
B[1] = t * A0 + s * A1;
B[2] = t * A1 + s * A2;
B[3] = t * A2;
D[0] = - A0;
D[1] = A0 - A1;
D[2] = A1 - A2;
D[3] = A2;
}
[domain("quad")]
void ds_main_patches(
in HS_CONSTANT_FUNC_OUT input,
in OutputPatch<HullVertex, 16> patch,
in float2 uv : SV_DomainLocation,
out OutputVertex output )
{
float u = uv.x,
v = uv.y;
float B[4], D[4];
Univar4x4(u, B, D);
float3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = float3(0,0,0);
DUCP[i] = float3(0,0,0);
for (int j=0; j<4; ++j) {
float3 A = patch[i + j*4].position.xyz;
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
float3 WorldPos = float3(0,0,0);
float3 Tangent = float3(0,0,0);
float3 BiTangent = float3(0,0,0);
Univar4x4(v, B, D);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
}
float3 normal = -normalize(cross(BiTangent, Tangent));
output.position = float4(WorldPos, 1.0f);
output.normal = normal;
output.tangent = Tangent;
output.patchCoord = patch[0].patchCoord;
output.patchCoord.xy = float2(u, v);
OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
OSD_DISPLACEMENT_CALLBACK;
output.positionOut = mul(ProjectionMatrix, float4(WorldPos, 1.0f));
}
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
void vs_main( in InputVertex input,
out OutputVertex output)
{
output.positionOut = mul(ModelViewProjectionMatrix, input.position);
}
//----------------------------------------------------------
// Patches.PixelColor
//----------------------------------------------------------
cbuffer Data : register( b2 ) {
float4 color;
};
void ps_main( in OutputVertex input,
out float4 colorOut : SV_Target )
{
colorOut = color;
}

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