OpenSubdiv/opensubdiv/osd/hlslPatchBoundary.hlsl
2013-05-14 10:48:48 -07:00

308 lines
9.4 KiB
HLSL

//
// 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<HullVertex, 12> 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<HullVertex, 12> 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<HullVertex, 16> 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;
}