mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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616 lines
23 KiB
HLSL
616 lines
23 KiB
HLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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//----------------------------------------------------------
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// Patches.Coefficients
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//----------------------------------------------------------
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#if OSD_MAX_VALENCE<=10
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static float ef[7] = {
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0.813008, 0.500000, 0.363636, 0.287505,
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0.238692, 0.204549, 0.179211
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};
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#else
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static float ef[27] = {
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0.812816, 0.500000, 0.363644, 0.287514,
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0.238688, 0.204544, 0.179229, 0.159657,
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0.144042, 0.131276, 0.120632, 0.111614,
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0.103872, 0.09715, 0.0912559, 0.0860444,
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0.0814022, 0.0772401, 0.0734867, 0.0700842,
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0.0669851, 0.0641504, 0.0615475, 0.0591488,
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0.0569311, 0.0548745, 0.0529621
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};
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#endif
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float csf(uint n, uint j)
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{
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if (j%2 == 0) {
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return cos((2.0f * M_PI * float(float(j-0)/2.0f))/(float(n)+3.0f));
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} else {
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return sin((2.0f * M_PI * float(float(j-1)/2.0f))/(float(n)+3.0f));
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}
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}
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//----------------------------------------------------------
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// Patches.TessVertexGregory
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//----------------------------------------------------------
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Buffer<float> g_VertexBuffer : register( t0 );
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Buffer<int> g_ValenceBuffer : register( t1 );
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void vs_main_patches( in InputVertex input,
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uint vID : SV_VertexID,
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out GregHullVertex output )
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{
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output.hullPosition = mul(ModelViewMatrix, input.position).xyz;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
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int ivalence = g_ValenceBuffer[int(vID * (2 * OSD_MAX_VALENCE + 1))];
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output.valence = ivalence;
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uint valence = uint(abs(ivalence));
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float3 f[OSD_MAX_VALENCE];
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float3 pos = input.position.xyz;
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float3 opos = float3(0,0,0);
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#ifdef OSD_PATCH_GREGORY_BOUNDARY
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output.org = input.position.xyz;
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int boundaryEdgeNeighbors[2];
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uint currNeighbor = 0;
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uint ibefore = 0;
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uint zerothNeighbor = 0;
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#endif
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for (uint i=0; i<valence; ++i) {
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uint im=(i+valence-1)%valence;
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uint ip=(i+1)%valence;
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uint idx_neighbor = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 0 + 1)]);
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#ifdef OSD_PATCH_GREGORY_BOUNDARY
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bool isBoundaryNeighbor = false;
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int valenceNeighbor = g_ValenceBuffer[int(idx_neighbor * (2*OSD_MAX_VALENCE+1))];
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if (valenceNeighbor < 0) {
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isBoundaryNeighbor = true;
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boundaryEdgeNeighbors[currNeighbor++] = int(idx_neighbor);
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if (currNeighbor == 1) {
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ibefore = i;
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zerothNeighbor = i;
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} else {
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if (i-ibefore == 1) {
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int tmp = boundaryEdgeNeighbors[0];
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boundaryEdgeNeighbors[0] = boundaryEdgeNeighbors[1];
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boundaryEdgeNeighbors[1] = tmp;
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zerothNeighbor = i;
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}
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}
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}
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#endif
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float3 neighbor =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor+2)]);
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uint idx_diagonal = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 1 + 1)]);
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float3 diagonal =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+2)]);
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uint idx_neighbor_p = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*ip + 0 + 1)]);
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float3 neighbor_p =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_p)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_p+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_p+2)]);
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uint idx_neighbor_m = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 0 + 1)]);
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float3 neighbor_m =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_m)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_m+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_m+2)]);
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uint idx_diagonal_m = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 1 + 1)]);
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float3 diagonal_m =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal_m)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal_m+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal_m+2)]);
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f[i] = (pos * float(valence) + (neighbor_p + neighbor)*2.0f + diagonal) / (float(valence)+5.0f);
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opos += f[i];
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output.r[i] = (neighbor_p-neighbor_m)/3.0f + (diagonal - diagonal_m)/6.0f;
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}
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opos /= valence;
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output.position = float4(opos, 1.0f).xyz;
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float3 e;
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output.e0 = float3(0,0,0);
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output.e1 = float3(0,0,0);
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for(uint i=0; i<valence; ++i) {
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uint im = (i + valence -1) % valence;
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e = 0.5f * (f[i] + f[im]);
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output.e0 += csf(valence-3, 2*i) *e;
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output.e1 += csf(valence-3, 2*i + 1)*e;
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}
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output.e0 *= ef[valence - 3];
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output.e1 *= ef[valence - 3];
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#ifdef OSD_PATCH_GREGORY_BOUNDARY
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output.zerothNeighbor = zerothNeighbor;
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if (currNeighbor == 1) {
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boundaryEdgeNeighbors[1] = boundaryEdgeNeighbors[0];
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}
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if (ivalence < 0) {
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if (valence > 2) {
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output.position = (
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)]) +
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)]) +
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4.0f * pos)/6.0f;
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} else {
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output.position = pos;
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}
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output.e0 = (
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)]) -
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)])
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)/6.0;
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float k = float(float(valence) - 1.0f); //k is the number of faces
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float c = cos(M_PI/k);
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float s = sin(M_PI/k);
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float gamma = -(4.0f*s)/(3.0f*k+c);
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float alpha_0k = -((1.0f+2.0f*c)*sqrt(1.0f+c))/((3.0f*k+c)*sqrt(1.0f-c));
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float beta_0 = s/(3.0f*k + c);
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int idx_diagonal = g_ValenceBuffer[int((vID) * (2*OSD_MAX_VALENCE+1) + 2*zerothNeighbor + 1 + 1)];
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idx_diagonal = abs(idx_diagonal);
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float3 diagonal =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+2)]);
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output.e1 = gamma * pos +
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alpha_0k * float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0])],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[0]+2)]) +
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alpha_0k * float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1])],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*boundaryEdgeNeighbors[1]+2)]) +
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beta_0 * diagonal;
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for (uint x=1; x<valence - 1; ++x) {
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uint curri = ((x + zerothNeighbor)%valence);
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float alpha = (4.0f*sin((M_PI * float(x))/k))/(3.0f*k+c);
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float beta = (sin((M_PI * float(x))/k) + sin((M_PI * float(x+1))/k))/(3.0f*k+c);
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int idx_neighbor = g_ValenceBuffer[int((vID) * (2*OSD_MAX_VALENCE+1) + 2*curri + 0 + 1)];
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idx_neighbor = abs(idx_neighbor);
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float3 neighbor =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor+2)]);
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idx_diagonal = g_ValenceBuffer[int((vID) * (2*OSD_MAX_VALENCE+1) + 2*curri + 1 + 1)];
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diagonal =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+2)]);
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output.e1 += alpha * neighbor + beta * diagonal;
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}
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output.e1 /= 3.0f;
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}
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#endif
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}
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//----------------------------------------------------------
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// Patches.HullGregory
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//----------------------------------------------------------
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Buffer<int> g_QuadOffsetBuffer : register( t2 );
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HS_CONSTANT_FUNC_OUT HSConstFunc(
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InputPatch<GregHullVertex, 4> patch,
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uint primitiveID : SV_PrimitiveID)
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{
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HS_CONSTANT_FUNC_OUT output;
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int patchLevel = GetPatchLevel(primitiveID);
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OSD_PATCH_CULL(4);
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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output.tessLevelOuter[0] =
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TessAdaptive(patch[0].hullPosition.xyz, patch[1].hullPosition.xyz);
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output.tessLevelOuter[1] =
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TessAdaptive(patch[0].hullPosition.xyz, patch[3].hullPosition.xyz);
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output.tessLevelOuter[2] =
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TessAdaptive(patch[2].hullPosition.xyz, patch[3].hullPosition.xyz);
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output.tessLevelOuter[3] =
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TessAdaptive(patch[1].hullPosition.xyz, patch[2].hullPosition.xyz);
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output.tessLevelInner[0] =
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max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
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output.tessLevelInner[1] =
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max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
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#else
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output.tessLevelInner[0] = GetTessLevel(patchLevel);
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output.tessLevelInner[1] = GetTessLevel(patchLevel);
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output.tessLevelOuter[0] = GetTessLevel(patchLevel);
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output.tessLevelOuter[1] = GetTessLevel(patchLevel);
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output.tessLevelOuter[2] = GetTessLevel(patchLevel);
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output.tessLevelOuter[3] = GetTessLevel(patchLevel);
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#endif
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return output;
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}
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[domain("quad")]
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[partitioning("integer")]
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[outputtopology("triangle_ccw")]
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[outputcontrolpoints(4)]
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[patchconstantfunc("HSConstFunc")]
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GregDomainVertex hs_main_patches(
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in InputPatch<GregHullVertex, 4> patch,
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uint primitiveID : SV_PrimitiveID,
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in uint ID : SV_OutputControlPointID )
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{
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uint i = ID;
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uint ip = (i+1)%4;
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uint im = (i+3)%4;
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uint valence = abs(patch[i].valence);
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uint n = valence;
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int base = GregoryQuadOffsetBase;
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GregDomainVertex output;
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output.position = patch[ID].position;
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uint start = uint(g_QuadOffsetBuffer[int(4*primitiveID+base + i)]) & 0x00ffu;
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uint prev = uint(g_QuadOffsetBuffer[int(4*primitiveID+base + i)]) & 0xff00u;
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prev = uint(prev/256);
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uint start_m = uint(g_QuadOffsetBuffer[int(4*primitiveID+base + im)]) & 0x00ffu;
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uint prev_p = uint(g_QuadOffsetBuffer[int(4*primitiveID+base + ip)]) & 0xff00u;
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prev_p = uint(prev_p/256);
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uint np = abs(patch[ip].valence);
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uint nm = abs(patch[im].valence);
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// Control Vertices based on :
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// "Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation"
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// Loop, Schaefer, Ni, Castafio (ACM ToG Siggraph Asia 2009)
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//
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// P3 e3- e2+ E2
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// O--------O--------O--------O
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// | | | |
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// | | | |
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// | | f3- | f2+ |
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// | O O |
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// e3+ O------O O------O e2-
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// | f3+ f2- |
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// | |
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// | |
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// | f0- f1+ |
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// e0- O------O O------O e1+
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// | O O |
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// | | f0+ | f1- |
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// | | | |
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// | | | |
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// O--------O--------O--------O
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// P0 e0+ e1- E1
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//
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#ifdef OSD_PATCH_GREGORY_BOUNDARY
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float3 Ep = float3(0.0f,0.0f,0.0f);
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float3 Em = float3(0.0f,0.0f,0.0f);
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float3 Fp = float3(0.0f,0.0f,0.0f);
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float3 Fm = float3(0.0f,0.0f,0.0f);
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float3 Em_ip;
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if (patch[ip].valence < -2) {
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uint j = (np + prev_p - patch[ip].zerothNeighbor) % np;
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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;
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} else {
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Em_ip = patch[ip].position + patch[ip].e0*csf(np-3, 2*prev_p) + patch[ip].e1*csf(np-3, 2*prev_p + 1);
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}
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float3 Ep_im;
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if (patch[im].valence < -2) {
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uint j = (nm + start_m - patch[im].zerothNeighbor) % nm;
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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;
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} else {
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Ep_im = patch[im].position + patch[im].e0*csf(nm-3, 2*start_m) + patch[im].e1*csf(nm-3, 2*start_m + 1);
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}
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if (patch[i].valence < 0) {
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n = (n-1)*2;
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}
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if (patch[im].valence < 0) {
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nm = (nm-1)*2;
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}
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if (patch[ip].valence < 0) {
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np = (np-1)*2;
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}
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if (patch[i].valence > 2) {
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Ep = patch[i].position + (patch[i].e0*csf(n-3, 2*start) + patch[i].e1*csf(n-3, 2*start + 1));
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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,
|
|
primitiveID+LevelBase+0.5f);
|
|
|
|
OSD_COMPUTE_PTEX_COORD_HULL_SHADER;
|
|
|
|
return output;
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
// Patches.DomainGregory
|
|
//----------------------------------------------------------
|
|
|
|
void Univar4x4(in float u, out float B[4], out float D[4])
|
|
{
|
|
float t = u;
|
|
float s = 1.0f - 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<GregDomainVertex, 4> 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];
|
|
|
|
float B[4], D[4];
|
|
|
|
Univar4x4(uv.x, 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 (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];
|
|
}
|
|
}
|
|
|
|
float3 WorldPos = float3(0, 0, 0);
|
|
float3 Tangent = float3(0, 0, 0);
|
|
float3 BiTangent = float3(0, 0, 0);
|
|
|
|
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];
|
|
}
|
|
|
|
BiTangent = mul(ModelViewMatrix, float4(BiTangent, 0)).xyz;
|
|
Tangent = mul(ModelViewMatrix, float4(Tangent, 0)).xyz;
|
|
|
|
float3 normal = normalize(cross(BiTangent, Tangent));
|
|
|
|
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);
|
|
|
|
OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
|
|
|
|
OSD_DISPLACEMENT_CALLBACK;
|
|
|
|
output.positionOut = mul(ModelViewProjectionMatrix, float4(WorldPos, 1.0f));
|
|
}
|