// // Copyright 2013 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. // #if defined OSD_FRACTIONAL_ODD_SPACING #define HS_PARTITION "fractional_odd" #elif defined OSD_FRACTIONAL_EVEN_SPACING #define HS_PARTITION "fractional_even" #else #define HS_PARTITION "integer" #endif //---------------------------------------------------------- // Patches.Coefficients //---------------------------------------------------------- #if OSD_MAX_VALENCE<=10 static float ef[7] = { 0.813008, 0.500000, 0.363636, 0.287505, 0.238692, 0.204549, 0.179211 }; #else static float ef[27] = { 0.812816, 0.500000, 0.363644, 0.287514, 0.238688, 0.204544, 0.179229, 0.159657, 0.144042, 0.131276, 0.120632, 0.111614, 0.103872, 0.09715, 0.0912559, 0.0860444, 0.0814022, 0.0772401, 0.0734867, 0.0700842, 0.0669851, 0.0641504, 0.0615475, 0.0591488, 0.0569311, 0.0548745, 0.0529621 }; #endif float csf(uint n, uint j) { if (j%2 == 0) { return cos((2.0f * M_PI * float(float(j-0)/2.0f))/(float(n)+3.0f)); } else { return sin((2.0f * M_PI * float(float(j-1)/2.0f))/(float(n)+3.0f)); } } //---------------------------------------------------------- // Patches.TessVertexGregory //---------------------------------------------------------- Buffer OsdVertexBuffer : register( t0 ); Buffer OsdValenceBuffer : register( t1 ); void vs_main_patches( in InputVertex input, uint vID : SV_VertexID, out GregHullVertex output ) { output.hullPosition = mul(OsdModelViewMatrix(), input.position).xyz; OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position); int ivalence = OsdValenceBuffer[int(vID * (2 * OSD_MAX_VALENCE + 1))]; output.valence = ivalence; uint valence = uint(abs(ivalence)); float3 f[OSD_MAX_VALENCE]; float3 pos = input.position.xyz; float3 opos = float3(0,0,0); #ifdef OSD_PATCH_GREGORY_BOUNDARY output.org = input.position.xyz; int boundaryEdgeNeighbors[2]; uint currNeighbor = 0; uint ibefore = 0; uint zerothNeighbor = 0; #endif for (uint i=0; i 2) { output.position = ( float3(OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)]) + float3(OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)]) + 4.0f * pos)/6.0f; } else { output.position = pos; } output.e0 = ( float3(OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)]) - float3(OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)]) )/6.0; float k = float(float(valence) - 1.0f); //k is the number of faces float c = cos(M_PI/k); float s = sin(M_PI/k); float gamma = -(4.0f*s)/(3.0f*k+c); float alpha_0k = -((1.0f+2.0f*c)*sqrt(1.0f+c))/((3.0f*k+c)*sqrt(1.0f-c)); float beta_0 = s/(3.0f*k + c); int idx_diagonal = OsdValenceBuffer[int((vID) * (2*OSD_MAX_VALENCE+1) + 2*zerothNeighbor + 1 + 1)]; idx_diagonal = abs(idx_diagonal); float3 diagonal = float3(OsdVertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+1)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+2)]); output.e1 = gamma * pos + alpha_0k * float3(OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)]) + alpha_0k * float3(OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)], OsdVertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)]) + beta_0 * diagonal; for (uint x=1; x OsdQuadOffsetBuffer : register( t2 ); HS_CONSTANT_FUNC_OUT HSConstFunc( InputPatch patch, uint primitiveID : SV_PrimitiveID) { HS_CONSTANT_FUNC_OUT output; int patchLevel = GetPatchLevel(primitiveID); OSD_PATCH_CULL(4); #ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION output.tessLevelOuter[0] = TessAdaptive(patch[0].hullPosition.xyz, patch[1].hullPosition.xyz); output.tessLevelOuter[1] = TessAdaptive(patch[0].hullPosition.xyz, patch[3].hullPosition.xyz); output.tessLevelOuter[2] = TessAdaptive(patch[2].hullPosition.xyz, patch[3].hullPosition.xyz); output.tessLevelOuter[3] = TessAdaptive(patch[1].hullPosition.xyz, patch[2].hullPosition.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 return output; } [domain("quad")] [partitioning(HS_PARTITION)] [outputtopology("triangle_ccw")] [outputcontrolpoints(4)] [patchconstantfunc("HSConstFunc")] GregDomainVertex hs_main_patches( in InputPatch patch, uint primitiveID : SV_PrimitiveID, in uint ID : SV_OutputControlPointID ) { uint i = ID; uint ip = (i+1)%4; uint im = (i+3)%4; uint valence = abs(patch[i].valence); uint n = valence; int base = OsdGregoryQuadOffsetBase(); GregDomainVertex output; output.position = patch[ID].position; uint start = uint(OsdQuadOffsetBuffer[int(4*primitiveID+base + i)]) & 0x00ffu; uint prev = uint(OsdQuadOffsetBuffer[int(4*primitiveID+base + i)]) & 0xff00u; prev = uint(prev/256); uint start_m = uint(OsdQuadOffsetBuffer[int(4*primitiveID+base + im)]) & 0x00ffu; uint prev_p = uint(OsdQuadOffsetBuffer[int(4*primitiveID+base + ip)]) & 0xff00u; prev_p = uint(prev_p/256); uint np = abs(patch[ip].valence); uint nm = abs(patch[im].valence); // Control Vertices based on : // "Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation" // Loop, Schaefer, Ni, Castafio (ACM ToG Siggraph Asia 2009) // // P3 e3- e2+ E2 // O--------O--------O--------O // | | | | // | | | | // | | f3- | f2+ | // | O O | // e3+ O------O O------O e2- // | f3+ f2- | // | | // | | // | f0- f1+ | // e0- O------O O------O e1+ // | O O | // | | f0+ | f1- | // | | | | // | | | | // O--------O--------O--------O // P0 e0+ e1- E1 // #ifdef OSD_PATCH_GREGORY_BOUNDARY float3 Ep = float3(0.0f,0.0f,0.0f); float3 Em = float3(0.0f,0.0f,0.0f); float3 Fp = float3(0.0f,0.0f,0.0f); float3 Fm = float3(0.0f,0.0f,0.0f); float3 Em_ip; if (patch[ip].valence < -2) { uint j = (np + prev_p - patch[ip].zerothNeighbor) % np; Em_ip = patch[ip].position + cos((M_PI*j)/float(np-1))*patch[ip].e0 + sin((M_PI*j)/float(np-1))*patch[ip].e1; } else { Em_ip = patch[ip].position + patch[ip].e0*csf(np-3, 2*prev_p) + patch[ip].e1*csf(np-3, 2*prev_p + 1); } float3 Ep_im; if (patch[im].valence < -2) { uint j = (nm + start_m - patch[im].zerothNeighbor) % nm; Ep_im = patch[im].position + cos((M_PI*j)/float(nm-1))*patch[im].e0 + sin((M_PI*j)/float(nm-1))*patch[im].e1; } else { Ep_im = patch[im].position + patch[im].e0*csf(nm-3, 2*start_m) + patch[im].e1*csf(nm-3, 2*start_m + 1); } if (patch[i].valence < 0) { n = (n-1)*2; } if (patch[im].valence < 0) { nm = (nm-1)*2; } if (patch[ip].valence < 0) { np = (np-1)*2; } if (patch[i].valence > 2) { Ep = patch[i].position + (patch[i].e0*csf(n-3, 2*start) + patch[i].e1*csf(n-3, 2*start + 1)); Em = patch[i].position + (patch[i].e0*csf(n-3, 2*prev) + patch[i].e1*csf(n-3, 2*prev + 1)); float s1=3-2*csf(n-3,2)-csf(np-3,2); float s2=2*csf(n-3,2); Fp = (csf(np-3,2)*patch[i].position + s1*Ep + s2*Em_ip + patch[i].r[start])/3.0f; s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm)); Fm = (csf(nm-3,2)*patch[i].position + s1*Em + s2*Ep_im - patch[i].r[prev])/3.0f; } else if (patch[i].valence < -2) { uint j = (valence + start - patch[i].zerothNeighbor) % valence; Ep = patch[i].position + cos((M_PI*j)/float(valence-1))*patch[i].e0 + sin((M_PI*j)/float(valence-1))*patch[i].e1; j = (valence + prev - patch[i].zerothNeighbor) % valence; Em = patch[i].position + cos((M_PI*j)/float(valence-1))*patch[i].e0 + sin((M_PI*j)/float(valence-1))*patch[i].e1; float3 Rp = ((-2.0f * patch[i].org - 1.0f * patch[im].org) + (2.0f * patch[ip].org + 1.0f * patch[(i+2)%4].org))/3.0f; float3 Rm = ((-2.0f * patch[i].org - 1.0f * patch[ip].org) + (2.0f * patch[im].org + 1.0f * patch[(i+2)%4].org))/3.0f; float s1 = 3-2*csf(n-3,2)-csf(np-3,2); float s2 = 2*csf(n-3,2); Fp = (csf(np-3,2)*patch[i].position + s1*Ep + s2*Em_ip + patch[i].r[start])/3.0f; s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm)); Fm = (csf(nm-3,2)*patch[i].position + s1*Em + s2*Ep_im - patch[i].r[prev])/3.0f; if (patch[im].valence < 0) { s1=3-2*csf(n-3,2)-csf(np-3,2); Fp = Fm = (csf(np-3,2)*patch[i].position + s1*Ep + s2*Em_ip + patch[i].r[start])/3.0f; } else if (patch[ip].valence < 0) { s1 = 3.0f-2.0f*cos(2.0f*M_PI/n)-cos(2.0f*M_PI/nm); Fm = Fp = (csf(nm-3,2)*patch[i].position + s1*Em + s2*Ep_im - patch[i].r[prev])/3.0f; } } else if (patch[i].valence == -2) { Ep = (2.0f * patch[i].org + patch[ip].org)/3.0f; Em = (2.0f * patch[i].org + patch[im].org)/3.0f; Fp = Fm = (4.0f * patch[i].org + patch[(i+2)%n].org + 2.0f * patch[ip].org + 2.0f * patch[im].org)/9.0f; } #else // not OSD_PATCH_GREGORY_BOUNDARY float3 Ep = patch[i].position + patch[i].e0 * csf(n-3, 2*start) + patch[i].e1*csf(n-3, 2*start + 1); float3 Em = patch[i].position + patch[i].e0 * csf(n-3, 2*prev ) + patch[i].e1*csf(n-3, 2*prev + 1); float3 Em_ip = patch[ip].position + patch[ip].e0*csf(np-3, 2*prev_p) + patch[ip].e1*csf(np-3, 2*prev_p + 1); float3 Ep_im = patch[im].position + patch[im].e0*csf(nm-3, 2*start_m) + patch[im].e1*csf(nm-3, 2*start_m + 1); float s1 = 3-2*csf(n-3,2)-csf(np-3,2); float s2 = 2*csf(n-3,2); float3 Fp = (csf(np-3,2)*patch[i].position + s1*Ep + s2*Em_ip + patch[i].r[start])/3.0f; s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm)); float3 Fm = (csf(nm-3,2)*patch[i].position + s1*Em +s2*Ep_im - patch[i].r[prev])/3.0f; #endif output.Ep = Ep; output.Em = Em; output.Fp = Fp; output.Fm = Fm; int patchLevel = GetPatchLevel(primitiveID); output.patchCoord = float4(0, 0, patchLevel+0.5f, GetPrimitiveID(primitiveID)+0.5f); OSD_COMPUTE_PTEX_COORD_HULL_SHADER; return output; } //---------------------------------------------------------- // Patches.DomainGregory //---------------------------------------------------------- [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; float3 p[20]; p[0] = patch[0].position; p[1] = patch[0].Ep; p[2] = patch[0].Em; p[3] = patch[0].Fp; p[4] = patch[0].Fm; p[5] = patch[1].position; p[6] = patch[1].Ep; p[7] = patch[1].Em; p[8] = patch[1].Fp; p[9] = patch[1].Fm; p[10] = patch[2].position; p[11] = patch[2].Ep; p[12] = patch[2].Em; p[13] = patch[2].Fp; p[14] = patch[2].Fm; p[15] = patch[3].position; p[16] = patch[3].Ep; p[17] = patch[3].Em; p[18] = patch[3].Fp; p[19] = patch[3].Fm; float3 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]; float3 WorldPos = float3(0, 0, 0); float3 Tangent = float3(0, 0, 0); float3 BiTangent = float3(0, 0, 0); #line 519 #ifdef OSD_COMPUTE_NORMAL_DERIVATIVES float B[4], D[4], C[4]; float3 BUCP[4], DUCP[4], CUCP[4]; float3 dUU = float3(0, 0, 0); float3 dVV = float3(0, 0, 0); float3 dUV = float3(0, 0, 0); Univar4x4(u, B, D, C); for (int i=0; i<4; ++i) { BUCP[i] = float3(0, 0, 0); DUCP[i] = float3(0, 0, 0); CUCP[i] = float3(0, 0, 0); for (uint j=0; j<4; ++j) { // reverse face front float3 A = q[i + 4*j]; BUCP[i] += A * B[j]; DUCP[i] += A * D[j]; CUCP[i] += A * C[j]; } } Univar4x4(v, B, D, C); for (int i=0; i<4; ++i) { WorldPos += B[i] * BUCP[i]; Tangent += B[i] * DUCP[i]; BiTangent += D[i] * BUCP[i]; dUU += B[i] * CUCP[i]; dVV += C[i] * BUCP[i]; dUV += D[i] * DUCP[i]; } int level = int(patch[0].ptexInfo.z); BiTangent *= 3 * level; Tangent *= 3 * level; dUU *= 6 * level; dVV *= 6 * level; dUV *= 9 * level; float3 n = cross(Tangent, BiTangent); float3 normal = normalize(n); float E = dot(Tangent, Tangent); float F = dot(Tangent, BiTangent); float G = dot(BiTangent, BiTangent); float e = dot(normal, dUU); float f = dot(normal, dUV); float g = dot(normal, dVV); float3 Nu = (f*F-e*G)/(E*G-F*F) * Tangent + (e*F-f*E)/(E*G-F*F) * BiTangent; float3 Nv = (g*F-f*G)/(E*G-F*F) * Tangent + (f*F-g*E)/(E*G-F*F) * BiTangent; Nu = Nu/length(n) - n * (dot(Nu,n)/pow(dot(n,n), 1.5)); Nv = Nv/length(n) - n * (dot(Nv,n)/pow(dot(n,n), 1.5)); BiTangent = mul(OsdModelViewMatrix(), float4(BiTangent, 0)).xyz; Tangent = mul(OsdModelViewMatrix(), float4(Tangent, 0)).xyz; normal = normalize(cross(BiTangent, Tangent)); output.Nu = Nu; output.Nv = Nv; #else float B[4], D[4]; float3 BUCP[4], DUCP[4]; Univar4x4(uv.x, B, D); for (int i=0; i<4; ++i) { BUCP[i] = float3(0, 0, 0); DUCP[i] = float3(0, 0, 0); for (uint j=0; j<4; ++j) { // reverse face front float3 A = q[i + 4*j]; BUCP[i] += A * B[j]; DUCP[i] += A * D[j]; } } Univar4x4(uv.y, B, D); for (uint i=0; i<4; ++i) { WorldPos += B[i] * BUCP[i]; Tangent += B[i] * DUCP[i]; BiTangent += D[i] * BUCP[i]; } int level = int(patch[0].ptexInfo.z); BiTangent *= 3 * level; Tangent *= 3 * level; BiTangent = mul(OsdModelViewMatrix(), float4(BiTangent, 0)).xyz; Tangent = mul(OsdModelViewMatrix(), float4(Tangent, 0)).xyz; float3 normal = normalize(cross(BiTangent, Tangent)); #endif output.position = mul(OsdModelViewMatrix(), float4(WorldPos, 1.0f)); output.normal = normal; output.tangent = BiTangent; output.bitangent = Tangent; output.patchCoord = patch[0].patchCoord; output.patchCoord.xy = float2(v, u); OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER; OSD_DISPLACEMENT_CALLBACK; output.positionOut = mul(OsdProjectionMatrix(), float4(output.position.xyz, 1.0f)); }