Commit Graph

5 Commits

Author SHA1 Message Date
David G. Yu
c245407854 Re-organized patch tessellation shader code
This change refactors the GLSL and HLSL patch shader code so that
most of the work is implemented within a library of common functions
and the remaining shader snippets just manage plumbing.

There is more to do here:
  - varying and face-varying data can be managed entirely by the client
  - similarly, displacement can be implemented in client code
  - there's still quite a bit of residual boiler-plate code needed
    in each shader stage that we should be able to wrap up in a more
    convenient form.
2015-05-29 23:00:19 -07:00
David G Yu
f4a8cafe86 Sync'ed up GLSL and HLSL patch shader source.
Cleaned up the Legacy Gregory shader source by accessing buffer
data through helper functions.

Switched to performing tessellation in untransformed (object) space.
2015-05-21 09:56:25 -07:00
Takahito Tejima
a1424ae163 Fix gregory patch tesslevel computation
- flipping UV
- using limit position in legacy gregory shader.
2015-05-20 18:27:32 -07:00
David G. Yu
00ce36433f Fixed handedness flip in Gregory{Basis} shaders
There was an unnecessary double-flip in the shading calculations.
2015-05-20 14:17:31 -07:00
Takahito Tejima
8d9ae550ff Add a HLSL version of GregoryBasis patch shader.
hlslPatchGregoryBasis.hlsl is an equivalent to glslPatchGregoryBasis.
Update dxViewer to be able to switch among bspline, gregorybasis, legacy
end capping.

also fixes a bug of GLSL legacy gregory shader which had an inconsistent
resource naming with example codes.

It looks like there's still an issue of D3D11 patchParam data fetching.
we'll come back to that bug.
2015-05-20 10:49:45 -07:00