OpenSubdiv/opensubdiv/osd/hlslPatchCommon.hlsl
2015-05-12 11:15:51 -07:00

626 lines
20 KiB
HLSL

//
// 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.
//
//----------------------------------------------------------
// Patches.Common
//----------------------------------------------------------
// XXXdyu-patch-drawing support for fractional spacing
#undef OSD_FRACTIONAL_ODD_SPACING
#undef OSD_FRACTIONAL_EVEN_SPACING
#define OSD_PATCH_INPUT_SIZE 16
#define M_PI 3.14159265359f
struct InputVertex {
float4 position : POSITION;
float3 normal : NORMAL;
};
struct HullVertex {
float4 position : POSITION;
int4 patchCoord : PATCHCOORD; // U offset, V offset, faceLevel, faceId
#ifdef OSD_ENABLE_PATCH_CULL
int3 clipFlag : CLIPFLAG;
#endif
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
float4 P1 : POSITION1;
float4 P2 : POSITION2;
float sharpness : BLENDWEIGHT0;
#endif
};
struct OutputVertex {
float4 positionOut : SV_Position;
float4 position : POSITION1;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 bitangent : TANGENT1;
float4 patchCoord : PATCHCOORD; // u, v, faceLevel, faceId
noperspective float4 edgeDistance : EDGEDISTANCE;
#if defined(OSD_COMPUTE_NORMAL_DERIVATIVES)
float3 Nu : TANGENT2;
float3 Nv : TANGENT3;
#endif
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
float sharpness : BLENDWEIGHT0;
#endif
};
struct GregHullVertex {
float3 position : POSITION0;
float3 hullPosition : HULLPOSITION;
int3 clipFlag : CLIPFLAG;
int valence : BLENDINDICE0;
float3 e0 : POSITION1;
float3 e1 : POSITION2;
uint zerothNeighbor : BLENDINDICE1;
float3 org : POSITION3;
#if defined OSD_MAX_VALENCE && OSD_MAX_VALENCE > 0
float3 r[OSD_MAX_VALENCE] : POSITION4;
#endif
};
struct GregDomainVertex {
float3 position : POSITION0;
float3 Ep : POSITION1;
float3 Em : POSITION2;
float3 Fp : POSITION3;
float3 Fm : POSITION4;
int4 patchCoord: PATCHCOORD;
};
struct HS_CONSTANT_FUNC_OUT {
float tessLevelInner[2] : SV_InsideTessFactor;
float tessLevelOuter[4] : SV_TessFactor;
float4 tessOuterLo : TRANSITIONLO;
float4 tessOuterHi : TRANSITIONHI;
};
// osd shaders need following functions defined
float4x4 OsdModelViewMatrix();
float4x4 OsdProjectionMatrix();
float4x4 OsdModelViewProjectionMatrix();
float OsdTessLevel();
int OsdGregoryQuadOffsetBase();
int OsdPrimitiveIdBase();
#ifndef OSD_DISPLACEMENT_CALLBACK
#define OSD_DISPLACEMENT_CALLBACK
#endif
// ----------------------------------------------------------------------------
// Patch Parameters
// ----------------------------------------------------------------------------
//
// Each patch has a corresponding patchParam. This is a set of three values
// specifying additional information about the patch:
//
// faceId -- topological face identifier (e.g. Ptex FaceId)
// bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
// sharpness -- crease sharpness for single-crease patches
//
// These are stored in OsdPatchParamBuffer indexed by the value returned
// from OsdGetPatchIndex() which is a function of the current PrimitiveID
// along with an optional client provided offset.
//
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
Buffer<uint3> OsdPatchParamBuffer : register( t3 );
#else
Buffer<uint2> OsdPatchParamBuffer : register( t3 );
#endif
int OsdGetPatchIndex(int primitiveId)
{
return (primitiveId + OsdPrimitiveIdBase());
}
int3 OsdGetPatchParam(int patchIndex)
{
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
return OsdPatchParamBuffer[patchIndex].xyz;
#else
uint2 p = OsdPatchParamBuffer[patchIndex].xy;
return int3(p.x, p.y, 0);
#endif
}
int OsdGetPatchFaceId(int3 patchParam)
{
return patchParam.x;
}
int OsdGetPatchFaceLevel(int3 patchParam)
{
return (1 << ((patchParam.y & 0x7) - ((patchParam.y >> 3) & 1)));
}
int OsdGetPatchRefinementLevel(int3 patchParam)
{
return (patchParam.y & 0x7);
}
int OsdGetPatchBoundaryMask(int3 patchParam)
{
return ((patchParam.y >> 4) & 0xf);
}
int OsdGetPatchTransitionMask(int3 patchParam)
{
return ((patchParam.y >> 8) & 0xf);
}
int2 OsdGetPatchFaceUV(int3 patchParam)
{
int u = (patchParam.y >> 22) & 0x3ff;
int v = (patchParam.y >> 12) & 0x3ff;
return int2(u,v);
}
float OsdGetPatchSharpness(int3 patchParam)
{
return asfloat(patchParam.z);
}
int4 OsdGetPatchCoord(int3 patchParam)
{
int faceId = OsdGetPatchFaceId(patchParam);
int faceLevel = OsdGetPatchFaceLevel(patchParam);
int2 faceUV = OsdGetPatchFaceUV(patchParam);
return int4(faceUV.x, faceUV.y, faceLevel, faceId);
}
float4 OsdInterpolatePatchCoord(float2 localUV, int4 perPrimPatchCoord)
{
int faceId = perPrimPatchCoord.w;
int faceLevel = perPrimPatchCoord.z;
float2 faceUV = float2(perPrimPatchCoord.x, perPrimPatchCoord.y);
float2 uv = localUV/faceLevel + faceUV/faceLevel;
return float4(uv.x, uv.y, faceLevel+0.5, faceId+0.5);
}
// ----------------------------------------------------------------------------
// patch culling
// ----------------------------------------------------------------------------
#ifdef OSD_ENABLE_PATCH_CULL
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
float4 clipPos = mul(OsdModelViewProjectionMatrix(), P); \
int3 clip0 = int3(clipPos.x < clipPos.w, \
clipPos.y < clipPos.w, \
clipPos.z < clipPos.w); \
int3 clip1 = int3(clipPos.x > -clipPos.w, \
clipPos.y > -clipPos.w, \
clipPos.z > -clipPos.w); \
output.clipFlag = int3(clip0) + 2*int3(clip1); \
#define OSD_PATCH_CULL(N) \
int3 clipFlag = int3(0,0,0); \
for(int i = 0; i < N; ++i) { \
clipFlag |= patch[i].clipFlag; \
} \
if (any(clipFlag != int3(3,3,3))) { \
output.tessLevelInner[0] = 0; \
output.tessLevelInner[1] = 0; \
output.tessLevelOuter[0] = 0; \
output.tessLevelOuter[1] = 0; \
output.tessLevelOuter[2] = 0; \
output.tessLevelOuter[3] = 0; \
return output; \
}
#else
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
#define OSD_PATCH_CULL(N)
#endif
// ----------------------------------------------------------------------------
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;
}
void
Univar4x4(in float u, out float B[4], out float D[4], out float C[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;
A0 = - s;
A1 = s - t;
A2 = t;
C[0] = - A0;
C[1] = A0 - A1;
C[2] = A1 - A2;
C[3] = A2;
}
// ----------------------------------------------------------------------------
float3
OsdEvalBezier(float3 cp[16], float2 uv)
{
float3 BUCP[4] = {
float3(0,0,0), float3(0,0,0), float3(0,0,0), float3(0,0,0)
};
float B[4], D[4];
Univar4x4(uv.x, B, D);
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
float3 A = cp[4*i + j];
BUCP[i] += A * B[j];
}
}
float3 position = float3(0,0,0);
Univar4x4(uv.y, B, D);
for (int k=0; k<4; ++k) {
position += B[k] * BUCP[k];
}
return position;
}
// ----------------------------------------------------------------------------
// Boundary Interpolation
// ----------------------------------------------------------------------------
void
OsdComputeBSplineBoundaryPoints(inout float3 cpt[16], int3 patchParam)
{
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
if ((boundaryMask & 1) != 0) {
cpt[0] = 2*cpt[4] - cpt[8];
cpt[1] = 2*cpt[5] - cpt[9];
cpt[2] = 2*cpt[6] - cpt[10];
cpt[3] = 2*cpt[7] - cpt[11];
}
if ((boundaryMask & 2) != 0) {
cpt[3] = 2*cpt[2] - cpt[1];
cpt[7] = 2*cpt[6] - cpt[5];
cpt[11] = 2*cpt[10] - cpt[9];
cpt[15] = 2*cpt[14] - cpt[13];
}
if ((boundaryMask & 4) != 0) {
cpt[12] = 2*cpt[8] - cpt[4];
cpt[13] = 2*cpt[9] - cpt[5];
cpt[14] = 2*cpt[10] - cpt[6];
cpt[15] = 2*cpt[11] - cpt[7];
}
if ((boundaryMask & 8) != 0) {
cpt[0] = 2*cpt[1] - cpt[2];
cpt[4] = 2*cpt[5] - cpt[6];
cpt[8] = 2*cpt[9] - cpt[10];
cpt[12] = 2*cpt[13] - cpt[14];
}
}
// ----------------------------------------------------------------------------
// Tessellation
// ----------------------------------------------------------------------------
//
// Organization of B-spline and Bezier control points.
//
// Each patch is defined by 16 control points (labeled 0-15).
//
// The patch will be evaluated across the domain from (0,0) at
// the lower-left to (1,1) at the upper-right. When computing
// adaptive tessellation metrics, we consider refined vertex-vertex
// and edge-vertex points along the transition edges of the patch
// (labeled vv* and ev* respectively).
//
// The two segments of each transition edge are labeled Lo and Hi,
// with the Lo segment occuring before the Hi segment along the
// transition edge's domain parameterization. These Lo and Hi segment
// tessellation levels determine how domain evaluation coordinates
// are remapped along transition edges. The Hi segment value will
// be zero for a non-transition edge.
//
// (0,1) (1,1)
//
// vv3 ev23 vv2
// | Lo3 | Hi3 |
// --O-----------O-----+-----O-----------O--
// | 12 | 13 14 | 15 |
// | | | |
// | | | |
// Hi0 | | | | Hi2
// | | | |
// O-----------O-----------O-----------O
// | 8 | 9 10 | 11 |
// | | | |
// ev03 --+ | | +-- ev12
// | | | |
// | 4 | 5 6 | 7 |
// O-----------O-----------O-----------O
// | | | |
// Lo0 | | | | Lo2
// | | | |
// | | | |
// | 0 | 1 2 | 3 |
// --O-----------O-----+-----O-----------O--
// | Lo1 | Hi1 |
// vv0 ev01 vv1
//
// (0,0) (1,0)
//
float OsdComputePostProjectionSphereExtent(float3 center, float diameter)
{
float4 p = mul(OsdProjectionMatrix(), float4(center, 1.0));
return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
}
float OsdComputeTessLevel(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
// length of the projected edge itself to avoid problems near silhouettes.
float3 center = (p0 + p1) / 2.0;
float diameter = distance(p0, p1);
float projLength = OsdComputePostProjectionSphereExtent(center, diameter);
return round(max(1.0, OsdTessLevel() * projLength));
}
void
OsdGetTessLevelsUniform(int3 patchParam,
inout float4 tessOuterLo, inout float4 tessOuterHi)
{
int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
float tessLevel = OsdTessLevel() / pow(2, refinementLevel-1);
tessOuterLo = float4(tessLevel,tessLevel,tessLevel,tessLevel);
tessOuterHi = float4(0,0,0,0);
}
void
OsdGetTessLevelsRefinedPoints(float3 cp[16], int3 patchParam,
inout float4 tessOuterLo, inout float4 tessOuterHi)
{
// Each edge of a transition patch is adjacent to one or two patches
// at the next refined level of subdivision. We compute the corresponding
// vertex-vertex and edge-vertex refined points along the edges of the
// patch using Catmull-Clark subdivision stencil weights.
// For simplicity, we let the optimizer discard unused computation.
float3 vv0 = (cp[0] + cp[2] + cp[8] + cp[10]) * 0.015625 +
(cp[1] + cp[4] + cp[6] + cp[9]) * 0.09375 + cp[5] * 0.5625;
float3 ev01 = (cp[1] + cp[2] + cp[9] + cp[10]) * 0.0625 +
(cp[5] + cp[6]) * 0.375;
float3 vv1 = (cp[1] + cp[3] + cp[9] + cp[11]) * 0.015625 +
(cp[2] + cp[5] + cp[7] + cp[10]) * 0.09375 + cp[6] * 0.5625;
float3 ev12 = (cp[5] + cp[7] + cp[9] + cp[11]) * 0.0625 +
(cp[6] + cp[10]) * 0.375;
float3 vv2 = (cp[5] + cp[7] + cp[13] + cp[15]) * 0.015625 +
(cp[6] + cp[9] + cp[11] + cp[14]) * 0.09375 + cp[10] * 0.5625;
float3 ev23 = (cp[5] + cp[6] + cp[13] + cp[14]) * 0.0625 +
(cp[9] + cp[10]) * 0.375;
float3 vv3 = (cp[4] + cp[6] + cp[12] + cp[14]) * 0.015625 +
(cp[5] + cp[8] + cp[10] + cp[13]) * 0.09375 + cp[9] * 0.5625;
float3 ev03 = (cp[4] + cp[6] + cp[8] + cp[10]) * 0.0625 +
(cp[5] + cp[9]) * 0.375;
tessOuterLo = float4(0,0,0,0);
tessOuterHi = float4(0,0,0,0);
int transitionMask = OsdGetPatchTransitionMask(patchParam);
if ((transitionMask & 8) != 0) {
tessOuterLo[0] = OsdComputeTessLevel(vv0, ev03);
tessOuterHi[0] = OsdComputeTessLevel(vv3, ev03);
} else {
tessOuterLo[0] = OsdComputeTessLevel(cp[5], cp[9]);
}
if ((transitionMask & 1) != 0) {
tessOuterLo[1] = OsdComputeTessLevel(vv0, ev01);
tessOuterHi[1] = OsdComputeTessLevel(vv1, ev01);
} else {
tessOuterLo[1] = OsdComputeTessLevel(cp[5], cp[6]);
}
if ((transitionMask & 2) != 0) {
tessOuterLo[2] = OsdComputeTessLevel(vv1, ev12);
tessOuterHi[2] = OsdComputeTessLevel(vv2, ev12);
} else {
tessOuterLo[2] = OsdComputeTessLevel(cp[6], cp[10]);
}
if ((transitionMask & 4) != 0) {
tessOuterLo[3] = OsdComputeTessLevel(vv3, ev23);
tessOuterHi[3] = OsdComputeTessLevel(vv2, ev23);
} else {
tessOuterLo[3] = OsdComputeTessLevel(cp[9], cp[10]);
}
}
void
OsdGetTessLevelsLimitPoints(float3 cpBezier[16], int3 patchParam,
inout float4 tessOuterLo, inout float4 tessOuterHi)
{
// Each edge of a transition patch is adjacent to one or two patches
// at the next refined level of subdivision. When the patch control
// points have been converted to the Bezier basis, the control points
// at the four corners are on the limit surface (since a Bezier patch
// interpolates its corner control points). We can compute an adaptive
// tessellation level for transition edges on the limit surface by
// evaluating a limit position at the mid point of each transition edge.
tessOuterLo = float4(0,0,0,0);
tessOuterHi = float4(0,0,0,0);
int transitionMask = OsdGetPatchTransitionMask(patchParam);
if ((transitionMask & 8) != 0) {
float3 ev03 = OsdEvalBezier(cpBezier, float2(0.0, 0.5));
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0], ev03);
tessOuterHi[0] = OsdComputeTessLevel(cpBezier[12], ev03);
} else {
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0], cpBezier[12]);
}
if ((transitionMask & 1) != 0) {
float3 ev01 = OsdEvalBezier(cpBezier, float2(0.5, 0.0));
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0], ev01);
tessOuterHi[1] = OsdComputeTessLevel(cpBezier[3], ev01);
} else {
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0], cpBezier[3]);
}
if ((transitionMask & 2) != 0) {
float3 ev12 = OsdEvalBezier(cpBezier, float2(1.0, 0.5));
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3], ev12);
tessOuterHi[2] = OsdComputeTessLevel(cpBezier[15], ev12);
} else {
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3], cpBezier[15]);
}
if ((transitionMask & 4) != 0) {
float3 ev23 = OsdEvalBezier(cpBezier, float2(0.5, 1.0));
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12], ev23);
tessOuterHi[3] = OsdComputeTessLevel(cpBezier[15], ev23);
} else {
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12], cpBezier[15]);
}
}
void
OsdGetTessLevels(float3 cp[16], int3 patchParam,
inout float4 tessLevelOuter, inout float4 tessLevelInner,
inout float4 tessOuterLo, inout float4 tessOuterHi)
{
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
OsdGetTessLevelsLimitPoints(cp, patchParam, tessOuterLo, tessOuterHi);
#elif defined OSD_ENABLE_SCREENSPACE_TESSELLATION_REFINED
OsdGetTessLevelsRefinedPoints(cp, patchParam, tessOuterLo, tessOuterHi);
#else
OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
#endif
// Outer levels are the sum of the Lo and Hi segments where the Hi
// segments will have a length of zero for non-transition edges.
tessLevelOuter = tessOuterLo + tessOuterHi;
// Inner levels are the average the corresponding outer levels.
tessLevelInner[0] = (tessLevelOuter[1] + tessLevelOuter[3]) * 0.5;
tessLevelInner[1] = (tessLevelOuter[0] + tessLevelOuter[2]) * 0.5;
}
void
OsdGetTessLevels(float3 cp0, float3 cp1, float3 cp2, float3 cp3,
int3 patchParam,
inout float4 tessLevelOuter, inout float4 tessLevelInner)
{
float4 tessOuterLo = float4(0,0,0,0);
float4 tessOuterHi = float4(0,0,0,0);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
tessOuterLo[0] = OsdComputeTessLevel(cp0, cp1);
tessOuterLo[1] = OsdComputeTessLevel(cp0, cp3);
tessOuterLo[2] = OsdComputeTessLevel(cp2, cp3);
tessOuterLo[3] = OsdComputeTessLevel(cp1, cp2);
tessOuterHi = float4(0,0,0,0);
#else
OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
#endif
// Outer levels are the sum of the Lo and Hi segments where the Hi
// segments will have a length of zero for non-transition edges.
tessLevelOuter = tessOuterLo + tessOuterHi;
// Inner levels are the average the corresponding outer levels.
tessLevelInner[0] = (tessLevelOuter[1] + tessLevelOuter[3]) * 0.5;
tessLevelInner[1] = (tessLevelOuter[0] + tessLevelOuter[2]) * 0.5;
}
float
OsdGetTessTransitionSplit(float t, float n0, float n1)
{
float ti = round(t * (n0 + n1));
if (ti <= n0) {
return 0.5 * (ti / n0);
} else {
return 0.5 * ((ti - n0) / n1) + 0.5;
}
}
float2
OsdGetTessParameterization(float2 uv, float4 tessOuterLo, float4 tessOuterHi)
{
float2 UV = uv;
if (UV.x == 0 && tessOuterHi[0] > 0) {
UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[0], tessOuterHi[0]);
} else
if (UV.y == 0 && tessOuterHi[1] > 0) {
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[1], tessOuterHi[1]);
} else
if (UV.x == 1 && tessOuterHi[2] > 0) {
UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[2], tessOuterHi[2]);
} else
if (UV.y == 1 && tessOuterHi[3] > 0) {
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[3], tessOuterHi[3]);
}
return UV;
}