// // 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 patch, uint primitiveID : SV_PrimitiveID) { HS_CONSTANT_FUNC_OUT output; 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]); #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 patch, uint primitiveID : SV_PrimitiveID, in uint ID : SV_OutputControlPointID ) { int i = ID/4; int j = ID%4; i = 3 - i; float3 H[3]; for (int l=0; l<3; ++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<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 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(1.0-v, u); 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; }