OpenSubdiv/opensubdiv/osd/hlslPatchCommon.hlsl
David G Yu 917fc36dde HLSL patch shader changes for degenerate normals
Updated HLSL patch shaders to resolve degenerate normals.
This fix was ported from the GLSL patch shader source.

Also, added missing inf sharp test cases to dxViewer.
2017-11-21 18:01:57 -08:00

1733 lines
57 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
//----------------------------------------------------------
// For now, fractional spacing is supported only with screen space tessellation
#ifndef OSD_ENABLE_SCREENSPACE_TESSELLATION
#undef OSD_FRACTIONAL_EVEN_SPACING
#undef OSD_FRACTIONAL_ODD_SPACING
#endif
#if defined OSD_FRACTIONAL_EVEN_SPACING
#define OSD_PARTITIONING "fractional_even"
#elif defined OSD_FRACTIONAL_ODD_SPACING
#define OSD_PARTITIONING "fractional_odd"
#else
#define OSD_PARTITIONING "integer"
#endif
#define M_PI 3.14159265359f
struct InputVertex {
float4 position : POSITION;
float3 normal : NORMAL;
};
struct HullVertex {
float4 position : POSITION;
#ifdef OSD_ENABLE_PATCH_CULL
int3 clipFlag : CLIPFLAG;
#endif
};
// XXXdyu all downstream data can be handled by client code
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
float2 vSegments : VSEGMENTS;
#endif
};
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();
int OsdBaseVertex();
#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( t0 );
#else
Buffer<uint2> OsdPatchParamBuffer : register( t0 );
#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 & 0xfffffff);
}
int OsdGetPatchFaceLevel(int3 patchParam)
{
return (1 << ((patchParam.y & 0xf) - ((patchParam.y >> 4) & 1)));
}
int OsdGetPatchRefinementLevel(int3 patchParam)
{
return (patchParam.y & 0xf);
}
int OsdGetPatchBoundaryMask(int3 patchParam)
{
return ((patchParam.y >> 8) & 0xf);
}
int OsdGetPatchTransitionMask(int3 patchParam)
{
return ((patchParam.x >> 28) & 0xf);
}
int2 OsdGetPatchFaceUV(int3 patchParam)
{
int u = (patchParam.y >> 22) & 0x3ff;
int v = (patchParam.y >> 12) & 0x3ff;
return int2(u,v);
}
bool OsdGetPatchIsRegular(int3 patchParam)
{
return ((patchParam.y >> 5) & 0x1) != 0;
}
float OsdGetPatchSharpness(int3 patchParam)
{
return asfloat(patchParam.z);
}
float OsdGetPatchSingleCreaseSegmentParameter(int3 patchParam, float2 uv)
{
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
float s = 0;
if ((boundaryMask & 1) != 0) {
s = 1 - uv.y;
} else if ((boundaryMask & 2) != 0) {
s = uv.x;
} else if ((boundaryMask & 4) != 0) {
s = uv.y;
} else if ((boundaryMask & 8) != 0) {
s = 1 - uv.x;
}
return s;
}
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, int3 patchParam)
{
int4 perPrimPatchCoord = OsdGetPatchCoord(patchParam);
int faceId = perPrimPatchCoord.w;
int faceLevel = perPrimPatchCoord.z;
float2 faceUV = float2(perPrimPatchCoord.x, perPrimPatchCoord.y);
float2 uv = localUV/faceLevel + faceUV/faceLevel;
// add 0.5 to integer values for more robust interpolation
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; \
output.tessOuterLo = float4(0,0,0,0); \
output.tessOuterHi = float4(0,0,0,0); \
return output; \
}
#else
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
#define OSD_PATCH_CULL(N)
#endif
// ----------------------------------------------------------------------------
void
OsdUnivar4x4(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
OsdUnivar4x4(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;
}
// ----------------------------------------------------------------------------
struct OsdPerPatchVertexBezier {
int3 patchParam : PATCHPARAM;
float3 P : POSITION;
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
float3 P1 : POSITION1;
float3 P2 : POSITION2;
float2 vSegments : VSEGMENTS;
#endif
};
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];
OsdUnivar4x4(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 P = float3(0,0,0);
OsdUnivar4x4(uv.y, B, D);
for (int k=0; k<4; ++k) {
P += B[k] * BUCP[k];
}
return P;
}
// When OSD_PATCH_ENABLE_SINGLE_CREASE is defined,
// this function evaluates single-crease patch, which is segmented into
// 3 parts in the v-direction.
//
// v=0 vSegment.x vSegment.y v=1
// +------------------+-------------------+------------------+
// | cp 0 | cp 1 | cp 2 |
// | (infinite sharp) | (floor sharpness) | (ceil sharpness) |
// +------------------+-------------------+------------------+
//
float3
OsdEvalBezier(OsdPerPatchVertexBezier cp[16], int3 patchParam, 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];
float s = OsdGetPatchSingleCreaseSegmentParameter(patchParam, uv);
OsdUnivar4x4(uv.x, B, D);
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
float2 vSegments = cp[0].vSegments;
if (s <= vSegments.x) {
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
float3 A = cp[4*i + j].P;
BUCP[i] += A * B[j];
}
}
} else if (s <= vSegments.y) {
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
float3 A = cp[4*i + j].P1;
BUCP[i] += A * B[j];
}
}
} else {
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
float3 A = cp[4*i + j].P2;
BUCP[i] += A * B[j];
}
}
}
#else
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
float3 A = cp[4*i + j].P;
BUCP[i] += A * B[j];
}
}
#endif
float3 P = float3(0,0,0);
OsdUnivar4x4(uv.y, B, D);
for (int k=0; k<4; ++k) {
P += B[k] * BUCP[k];
}
return P;
}
// ----------------------------------------------------------------------------
// 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 occurring 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)
//
#define OSD_MAX_TESS_LEVEL 64
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.
p0 = mul(OsdModelViewMatrix(), float4(p0, 1.0)).xyz;
p1 = mul(OsdModelViewMatrix(), float4(p1, 1.0)).xyz;
float3 center = (p0 + p1) / 2.0;
float diameter = distance(p0, p1);
float projLength = OsdComputePostProjectionSphereExtent(center, diameter);
float tessLevel = max(1.0, OsdTessLevel() * projLength);
// We restrict adaptive tessellation levels to half of the device
// supported maximum because transition edges are split into two
// halves and the sum of the two corresponding levels must not exceed
// the device maximum. We impose this limit even for non-transition
// edges because a non-transition edge must be able to match up with
// one half of the transition edge of an adjacent transition patch.
return min(tessLevel, OSD_MAX_TESS_LEVEL / 2);
}
void
OsdGetTessLevelsUniform(int3 patchParam,
out float4 tessOuterLo, out float4 tessOuterHi)
{
// Uniform factors are simple powers of two for each level.
// The maximum here can be increased if we know the maximum
// refinement level of the mesh:
// min(OSD_MAX_TESS_LEVEL, pow(2, MaximumRefinementLevel-1)
int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
float tessLevel = min(OsdTessLevel(), OSD_MAX_TESS_LEVEL) /
pow(2, refinementLevel-1);
// tessLevels of transition edge should be clamped to 2.
int transitionMask = OsdGetPatchTransitionMask(patchParam);
float4 tessLevelMin = float4(1,1,1,1)
+ float4(((transitionMask & 8) >> 3),
((transitionMask & 1) >> 0),
((transitionMask & 2) >> 1),
((transitionMask & 4) >> 2));
tessOuterLo = max(float4(tessLevel,tessLevel,tessLevel,tessLevel),
tessLevelMin);
tessOuterHi = float4(0,0,0,0);
}
void
OsdGetTessLevelsRefinedPoints(float3 cp[16], int3 patchParam,
out float4 tessOuterLo, out 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(OsdPerPatchVertexBezier cpBezier[16],
int3 patchParam, out float4 tessOuterLo, out 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 defined OSD_PATCH_ENABLE_SINGLE_CREASE
// PERFOMANCE: we just need to pick the correct corner points from P, P1, P2
float3 p0 = OsdEvalBezier(cpBezier, patchParam, float2(0.0, 0.0));
float3 p3 = OsdEvalBezier(cpBezier, patchParam, float2(1.0, 0.0));
float3 p12 = OsdEvalBezier(cpBezier, patchParam, float2(0.0, 1.0));
float3 p15 = OsdEvalBezier(cpBezier, patchParam, float2(1.0, 1.0));
if ((transitionMask & 8) != 0) {
float3 ev03 = OsdEvalBezier(cpBezier, patchParam, float2(0.0, 0.5));
tessOuterLo[0] = OsdComputeTessLevel(p0, ev03);
tessOuterHi[0] = OsdComputeTessLevel(p12, ev03);
} else {
tessOuterLo[0] = OsdComputeTessLevel(p0, p12);
}
if ((transitionMask & 1) != 0) {
float3 ev01 = OsdEvalBezier(cpBezier, patchParam, float2(0.5, 0.0));
tessOuterLo[1] = OsdComputeTessLevel(p0, ev01);
tessOuterHi[1] = OsdComputeTessLevel(p3, ev01);
} else {
tessOuterLo[1] = OsdComputeTessLevel(p0, p3);
}
if ((transitionMask & 2) != 0) {
float3 ev12 = OsdEvalBezier(cpBezier, patchParam, float2(1.0, 0.5));
tessOuterLo[2] = OsdComputeTessLevel(p3, ev12);
tessOuterHi[2] = OsdComputeTessLevel(p15, ev12);
} else {
tessOuterLo[2] = OsdComputeTessLevel(p3, p15);
}
if ((transitionMask & 4) != 0) {
float3 ev23 = OsdEvalBezier(cpBezier, patchParam, float2(0.5, 1.0));
tessOuterLo[3] = OsdComputeTessLevel(p12, ev23);
tessOuterHi[3] = OsdComputeTessLevel(p15, ev23);
} else {
tessOuterLo[3] = OsdComputeTessLevel(p12, p15);
}
#else
if ((transitionMask & 8) != 0) {
float3 ev03 = OsdEvalBezier(cpBezier, patchParam, float2(0.0, 0.5));
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, ev03);
tessOuterHi[0] = OsdComputeTessLevel(cpBezier[12].P, ev03);
} else {
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[12].P);
}
if ((transitionMask & 1) != 0) {
float3 ev01 = OsdEvalBezier(cpBezier, patchParam, float2(0.5, 0.0));
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, ev01);
tessOuterHi[1] = OsdComputeTessLevel(cpBezier[3].P, ev01);
} else {
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[3].P);
}
if ((transitionMask & 2) != 0) {
float3 ev12 = OsdEvalBezier(cpBezier, patchParam, float2(1.0, 0.5));
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, ev12);
tessOuterHi[2] = OsdComputeTessLevel(cpBezier[15].P, ev12);
} else {
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, cpBezier[15].P);
}
if ((transitionMask & 4) != 0) {
float3 ev23 = OsdEvalBezier(cpBezier, patchParam, float2(0.5, 1.0));
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P, ev23);
tessOuterHi[3] = OsdComputeTessLevel(cpBezier[15].P, ev23);
} else {
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P, cpBezier[15].P);
}
#endif
}
// Round up to the nearest even integer
float OsdRoundUpEven(float x) {
return 2*ceil(x/2);
}
// Round up to the nearest odd integer
float OsdRoundUpOdd(float x) {
return 2*ceil((x+1)/2)-1;
}
// Compute outer and inner tessellation levels taking into account the
// current tessellation spacing mode.
void
OsdComputeTessLevels(inout float4 tessOuterLo, inout float4 tessOuterHi,
out float4 tessLevelOuter, out float2 tessLevelInner)
{
// Outer levels are the sum of the Lo and Hi segments where the Hi
// segments will have lengths of zero for non-transition edges.
#if defined OSD_FRACTIONAL_EVEN_SPACING
// Combine fractional outer transition edge levels before rounding.
float4 combinedOuter = tessOuterLo + tessOuterHi;
// Round the segments of transition edges separately. We will recover the
// fractional parameterization of transition edges after tessellation.
tessLevelOuter = combinedOuter;
if (tessOuterHi[0] > 0) {
tessLevelOuter[0] =
OsdRoundUpEven(tessOuterLo[0]) + OsdRoundUpEven(tessOuterHi[0]);
}
if (tessOuterHi[1] > 0) {
tessLevelOuter[1] =
OsdRoundUpEven(tessOuterLo[1]) + OsdRoundUpEven(tessOuterHi[1]);
}
if (tessOuterHi[2] > 0) {
tessLevelOuter[2] =
OsdRoundUpEven(tessOuterLo[2]) + OsdRoundUpEven(tessOuterHi[2]);
}
if (tessOuterHi[3] > 0) {
tessLevelOuter[3] =
OsdRoundUpEven(tessOuterLo[3]) + OsdRoundUpEven(tessOuterHi[3]);
}
#elif defined OSD_FRACTIONAL_ODD_SPACING
// Combine fractional outer transition edge levels before rounding.
float4 combinedOuter = tessOuterLo + tessOuterHi;
// Round the segments of transition edges separately. We will recover the
// fractional parameterization of transition edges after tessellation.
//
// The sum of the two outer odd segment lengths will be an even number
// which the tessellator will increase by +1 so that there will be a
// total odd number of segments. We clamp the combinedOuter tess levels
// (used to compute the inner tess levels) so that the outer transition
// edges will be sampled without degenerate triangles.
tessLevelOuter = combinedOuter;
if (tessOuterHi[0] > 0) {
tessLevelOuter[0] =
OsdRoundUpOdd(tessOuterLo[0]) + OsdRoundUpOdd(tessOuterHi[0]);
combinedOuter = max(float4(3,3,3,3), combinedOuter);
}
if (tessOuterHi[1] > 0) {
tessLevelOuter[1] =
OsdRoundUpOdd(tessOuterLo[1]) + OsdRoundUpOdd(tessOuterHi[1]);
combinedOuter = max(float4(3,3,3,3), combinedOuter);
}
if (tessOuterHi[2] > 0) {
tessLevelOuter[2] =
OsdRoundUpOdd(tessOuterLo[2]) + OsdRoundUpOdd(tessOuterHi[2]);
combinedOuter = max(float4(3,3,3,3), combinedOuter);
}
if (tessOuterHi[3] > 0) {
tessLevelOuter[3] =
OsdRoundUpOdd(tessOuterLo[3]) + OsdRoundUpOdd(tessOuterHi[3]);
combinedOuter = max(float4(3,3,3,3), combinedOuter);
}
#else
// Round equally spaced transition edge levels before combining.
tessOuterLo = round(tessOuterLo);
tessOuterHi = round(tessOuterHi);
float4 combinedOuter = tessOuterLo + tessOuterHi;
tessLevelOuter = combinedOuter;
#endif
// Inner levels are the averages the corresponding outer levels.
tessLevelInner[0] = (combinedOuter[1] + combinedOuter[3]) * 0.5;
tessLevelInner[1] = (combinedOuter[0] + combinedOuter[2]) * 0.5;
}
void
OsdGetTessLevelsUniform(int3 patchParam,
out float4 tessLevelOuter, out float2 tessLevelInner,
out float4 tessOuterLo, out float4 tessOuterHi)
{
OsdGetTessLevelsUniform(patchParam, tessOuterLo, tessOuterHi);
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
tessLevelOuter, tessLevelInner);
}
void
OsdGetTessLevelsAdaptiveRefinedPoints(float3 cpRefined[16], int3 patchParam,
out float4 tessLevelOuter, out float2 tessLevelInner,
out float4 tessOuterLo, out float4 tessOuterHi)
{
OsdGetTessLevelsRefinedPoints(cpRefined, patchParam,
tessOuterLo, tessOuterHi);
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
tessLevelOuter, tessLevelInner);
}
void
OsdGetTessLevelsAdaptiveLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
int3 patchParam,
out float4 tessLevelOuter, out float2 tessLevelInner,
out float4 tessOuterLo, out float4 tessOuterHi)
{
OsdGetTessLevelsLimitPoints(cpBezier, patchParam,
tessOuterLo, tessOuterHi);
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
tessLevelOuter, tessLevelInner);
}
void
OsdGetTessLevels(float3 cp0, float3 cp1, float3 cp2, float3 cp3,
int3 patchParam,
out float4 tessLevelOuter, out float2 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
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
tessLevelOuter, tessLevelInner);
}
#if defined OSD_FRACTIONAL_EVEN_SPACING || defined OSD_FRACTIONAL_ODD_SPACING
float
OsdGetTessFractionalSplit(float t, float level, float levelUp)
{
// Fractional tessellation of an edge will produce n segments where n
// is the tessellation level of the edge (level) rounded up to the
// nearest even or odd integer (levelUp). There will be n-2 segments of
// equal length (dx1) and two additional segments of equal length (dx0)
// that are typically shorter than the other segments. The two additional
// segments should be placed symmetrically on opposite sides of the
// edge (offset).
#if defined OSD_FRACTIONAL_EVEN_SPACING
if (level <= 2) return t;
float base = pow(2.0,floor(log2(levelUp)));
float offset = 1.0/(int(2*base-levelUp)/2 & int(base/2-1));
#elif defined OSD_FRACTIONAL_ODD_SPACING
if (level <= 1) return t;
float base = pow(2.0,floor(log2(levelUp)));
float offset = 1.0/(((int(2*base-levelUp)/2+1) & int(base/2-1))+1);
#endif
float dx0 = (1.0 - (levelUp-level)/2) / levelUp;
float dx1 = (1.0 - 2.0*dx0) / (levelUp - 2.0*ceil(dx0));
if (t < 0.5) {
float x = levelUp/2 - round(t*levelUp);
return 0.5 - (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
} else if (t > 0.5) {
float x = round(t*levelUp) - levelUp/2;
return 0.5 + (x*dx1 + int(x*offset > 1) * (dx0 - dx1));
} else {
return t;
}
}
#endif
float
OsdGetTessTransitionSplit(float t, float lo, float hi)
{
#if defined OSD_FRACTIONAL_EVEN_SPACING
float loRoundUp = OsdRoundUpEven(lo);
float hiRoundUp = OsdRoundUpEven(hi);
// Convert the parametric t into a segment index along the combined edge.
float ti = round(t * (loRoundUp + hiRoundUp));
if (ti <= loRoundUp) {
float t0 = ti / loRoundUp;
return OsdGetTessFractionalSplit(t0, lo, loRoundUp) * 0.5;
} else {
float t1 = (ti - loRoundUp) / hiRoundUp;
return OsdGetTessFractionalSplit(t1, hi, hiRoundUp) * 0.5 + 0.5;
}
#elif defined OSD_FRACTIONAL_ODD_SPACING
float loRoundUp = OsdRoundUpOdd(lo);
float hiRoundUp = OsdRoundUpOdd(hi);
// Convert the parametric t into a segment index along the combined edge.
// The +1 below is to account for the extra segment produced by the
// tessellator since the sum of two odd tess levels will be rounded
// up by one to the next odd integer tess level.
float ti = round(t * (loRoundUp + hiRoundUp + 1));
if (ti <= loRoundUp) {
float t0 = ti / loRoundUp;
return OsdGetTessFractionalSplit(t0, lo, loRoundUp) * 0.5;
} else if (ti > (loRoundUp+1)) {
float t1 = (ti - (loRoundUp+1)) / hiRoundUp;
return OsdGetTessFractionalSplit(t1, hi, hiRoundUp) * 0.5 + 0.5;
} else {
return 0.5;
}
#else
// Convert the parametric t into a segment index along the combined edge.
float ti = round(t * (lo + hi));
if (ti <= lo) {
return (ti / lo) * 0.5;
} else {
return ((ti - lo) / hi) * 0.5 + 0.5;
}
#endif
}
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;
}
// ----------------------------------------------------------------------------
// BSpline
// ----------------------------------------------------------------------------
// compute single-crease patch matrix
float4x4
OsdComputeMs(float sharpness)
{
float s = pow(2.0f, sharpness);
float s2 = s*s;
float s3 = s2*s;
float4x4 m ={
0, s + 1 + 3*s2 - s3, 7*s - 2 - 6*s2 + 2*s3, (1-s)*(s-1)*(s-1),
0, (1+s)*(1+s), 6*s - 2 - 2*s2, (s-1)*(s-1),
0, 1+s, 6*s - 2, 1-s,
0, 1, 6*s - 2, 1 };
m /= (s*6.0);
m[0][0] = 1.0/6.0;
return m;
}
// flip matrix orientation
float4x4
OsdFlipMatrix(float4x4 m)
{
return float4x4(m[3][3], m[3][2], m[3][1], m[3][0],
m[2][3], m[2][2], m[2][1], m[2][0],
m[1][3], m[1][2], m[1][1], m[1][0],
m[0][3], m[0][2], m[0][1], m[0][0]);
}
// Regular BSpline to Bezier
static float4x4 Q = {
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
0.f, 4.f/6.f, 2.f/6.f, 0.f,
0.f, 2.f/6.f, 4.f/6.f, 0.f,
0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
};
// Infinitely Sharp (boundary)
static float4x4 Mi = {
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
0.f, 4.f/6.f, 2.f/6.f, 0.f,
0.f, 2.f/6.f, 4.f/6.f, 0.f,
0.f, 0.f, 1.f, 0.f
};
// convert BSpline cv to Bezier cv
void
OsdComputePerPatchVertexBSpline(int3 patchParam, int ID, float3 cv[16],
out OsdPerPatchVertexBezier result)
{
result.patchParam = patchParam;
int i = ID%4;
int j = ID/4;
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
float3 P = float3(0,0,0); // 0 to 1-2^(-Sf)
float3 P1 = float3(0,0,0); // 1-2^(-Sf) to 1-2^(-Sc)
float3 P2 = float3(0,0,0); // 1-2^(-Sc) to 1
float sharpness = OsdGetPatchSharpness(patchParam);
if (sharpness > 0) {
float Sf = floor(sharpness);
float Sc = ceil(sharpness);
float Sr = frac(sharpness);
float4x4 Mf = OsdComputeMs(Sf);
float4x4 Mc = OsdComputeMs(Sc);
float4x4 Mj = (1-Sr) * Mf + Sr * Mi;
float4x4 Ms = (1-Sr) * Mf + Sr * Mc;
float s0 = 1 - pow(2, -floor(sharpness));
float s1 = 1 - pow(2, -ceil(sharpness));
result.vSegments = float2(s0, s1);
float4x4 MUi = Q, MUj = Q, MUs = Q;
float4x4 MVi = Q, MVj = Q, MVs = Q;
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
if ((boundaryMask & 1) != 0) {
MVi = OsdFlipMatrix(Mi);
MVj = OsdFlipMatrix(Mj);
MVs = OsdFlipMatrix(Ms);
}
if ((boundaryMask & 2) != 0) {
MUi = Mi;
MUj = Mj;
MUs = Ms;
}
if ((boundaryMask & 4) != 0) {
MVi = Mi;
MVj = Mj;
MVs = Ms;
}
if ((boundaryMask & 8) != 0) {
MUi = OsdFlipMatrix(Mi);
MUj = OsdFlipMatrix(Mj);
MUs = OsdFlipMatrix(Ms);
}
float3 Hi[4], Hj[4], Hs[4];
for (int l=0; l<4; ++l) {
Hi[l] = Hj[l] = Hs[l] = float3(0,0,0);
for (int k=0; k<4; ++k) {
Hi[l] += MUi[i][k] * cv[l*4 + k];
Hj[l] += MUj[i][k] * cv[l*4 + k];
Hs[l] += MUs[i][k] * cv[l*4 + k];
}
}
for (int k=0; k<4; ++k) {
P += MVi[j][k]*Hi[k];
P1 += MVj[j][k]*Hj[k];
P2 += MVs[j][k]*Hs[k];
}
result.P = P;
result.P1 = P1;
result.P2 = P2;
} else {
result.vSegments = float2(0, 0);
OsdComputeBSplineBoundaryPoints(cv, patchParam);
float3 Hi[4];
for (int l=0; l<4; ++l) {
Hi[l] = float3(0,0,0);
for (int k=0; k<4; ++k) {
Hi[l] += Q[i][k] * cv[l*4 + k];
}
}
for (int k=0; k<4; ++k) {
P += Q[j][k]*Hi[k];
}
result.P = P;
result.P1 = P;
result.P2 = P;
}
#else
OsdComputeBSplineBoundaryPoints(cv, patchParam);
float3 H[4];
for (int l=0; l<4; ++l) {
H[l] = float3(0,0,0);
for(int k=0; k<4; ++k) {
H[l] += Q[i][k] * cv[l*4 + k];
}
}
{
result.P = float3(0,0,0);
for (int k=0; k<4; ++k){
result.P += Q[j][k]*H[k];
}
}
#endif
}
void
OsdEvalPatchBezier(int3 patchParam, float2 UV,
OsdPerPatchVertexBezier cv[16],
out float3 P, out float3 dPu, out float3 dPv,
out float3 N, out float3 dNu, out float3 dNv)
{
//
// Use the recursive nature of the basis functions to compute a 2x2 set
// of intermediate points (via repeated linear interpolation). These
// points define a bilinear surface tangent to the desired surface at P
// and so containing dPu and dPv. The cost of computing P, dPu and dPv
// this way is comparable to that of typical tensor product evaluation
// (if not faster).
//
// If N = dPu X dPv degenerates, it often results from an edge of the
// 2x2 bilinear hull collapsing or two adjacent edges colinear. In both
// cases, the expected non-planar quad degenerates into a triangle, and
// the tangent plane of that triangle provides the desired normal N.
//
// Reduce 4x4 points to 2x4 -- two levels of linear interpolation in U
// and so 3 original rows contributing to each of the 2 resulting rows:
float u = UV.x;
float uinv = 1.0f - u;
float u0 = uinv * uinv;
float u1 = u * uinv * 2.0f;
float u2 = u * u;
float3 LROW[4], RROW[4];
#ifndef OSD_PATCH_ENABLE_SINGLE_CREASE
LROW[0] = u0 * cv[ 0].P + u1 * cv[ 1].P + u2 * cv[ 2].P;
LROW[1] = u0 * cv[ 4].P + u1 * cv[ 5].P + u2 * cv[ 6].P;
LROW[2] = u0 * cv[ 8].P + u1 * cv[ 9].P + u2 * cv[10].P;
LROW[3] = u0 * cv[12].P + u1 * cv[13].P + u2 * cv[14].P;
RROW[0] = u0 * cv[ 1].P + u1 * cv[ 2].P + u2 * cv[ 3].P;
RROW[1] = u0 * cv[ 5].P + u1 * cv[ 6].P + u2 * cv[ 7].P;
RROW[2] = u0 * cv[ 9].P + u1 * cv[10].P + u2 * cv[11].P;
RROW[3] = u0 * cv[13].P + u1 * cv[14].P + u2 * cv[15].P;
#else
float2 vSegments = cv[0].vSegments;
float s = OsdGetPatchSingleCreaseSegmentParameter(patchParam, UV);
for (int i = 0; i < 4; ++i) {
int j = i*4;
if (s <= vSegments.x) {
LROW[i] = u0 * cv[ j ].P + u1 * cv[j+1].P + u2 * cv[j+2].P;
RROW[i] = u0 * cv[j+1].P + u1 * cv[j+2].P + u2 * cv[j+3].P;
} else if (s <= vSegments.y) {
LROW[i] = u0 * cv[ j ].P1 + u1 * cv[j+1].P1 + u2 * cv[j+2].P1;
RROW[i] = u0 * cv[j+1].P1 + u1 * cv[j+2].P1 + u2 * cv[j+3].P1;
} else {
LROW[i] = u0 * cv[ j ].P2 + u1 * cv[j+1].P2 + u2 * cv[j+2].P2;
RROW[i] = u0 * cv[j+1].P2 + u1 * cv[j+2].P2 + u2 * cv[j+3].P2;
}
}
#endif
// Reduce 2x4 points to 2x2 -- two levels of linear interpolation in V
// and so 3 original pairs contributing to each of the 2 resulting:
float v = UV.y;
float vinv = 1.0f - v;
float v0 = vinv * vinv;
float v1 = v * vinv * 2.0f;
float v2 = v * v;
float3 LPAIR[2], RPAIR[2];
LPAIR[0] = v0 * LROW[0] + v1 * LROW[1] + v2 * LROW[2];
RPAIR[0] = v0 * RROW[0] + v1 * RROW[1] + v2 * RROW[2];
LPAIR[1] = v0 * LROW[1] + v1 * LROW[2] + v2 * LROW[3];
RPAIR[1] = v0 * RROW[1] + v1 * RROW[2] + v2 * RROW[3];
// Interpolate points on the edges of the 2x2 bilinear hull from which
// both position and partials are trivially determined:
float3 DU0 = vinv * LPAIR[0] + v * LPAIR[1];
float3 DU1 = vinv * RPAIR[0] + v * RPAIR[1];
float3 DV0 = uinv * LPAIR[0] + u * RPAIR[0];
float3 DV1 = uinv * LPAIR[1] + u * RPAIR[1];
int level = OsdGetPatchFaceLevel(patchParam);
dPu = (DU1 - DU0) * 3 * level;
dPv = (DV1 - DV0) * 3 * level;
P = u * DU1 + uinv * DU0;
// Compute the normal and test for degeneracy:
//
// We need a geometric measure of the size of the patch for a suitable
// tolerance. Magnitudes of the partials are generally proportional to
// that size -- the sum of the partials is readily available, cheap to
// compute, and has proved effective in most cases (though not perfect).
// The size of the bounding box of the patch, or some approximation to
// it, would be better but more costly to compute.
//
float proportionalNormalTolerance = 0.00001f;
float nEpsilon = (length(dPu) + length(dPv)) * proportionalNormalTolerance;
N = cross(dPu, dPv);
float nLength = length(N);
if (nLength > nEpsilon) {
N = N / nLength;
} else {
float3 diagCross = cross(RPAIR[1] - LPAIR[0], LPAIR[1] - RPAIR[0]);
float diagCrossLength = length(diagCross);
if (diagCrossLength > nEpsilon) {
N = diagCross / diagCrossLength;
}
}
#ifndef OSD_COMPUTE_NORMAL_DERIVATIVES
dNu = float3(0,0,0);
dNv = float3(0,0,0);
#else
//
// Compute 2nd order partials of P(u,v) in order to compute 1st order partials
// for the un-normalized n(u,v) = dPu X dPv, then project into the tangent
// plane of normalized N. With resulting dNu and dNv we can make another
// attempt to resolve a still-degenerate normal.
//
// We don't use the Weingarten equations here as they require N != 0 and also
// are a little less numerically stable/accurate in single precision.
//
float B0u[4], B1u[4], B2u[4];
float B0v[4], B1v[4], B2v[4];
OsdUnivar4x4(UV.x, B0u, B1u, B2u);
OsdUnivar4x4(UV.y, B0v, B1v, B2v);
float3 dUU = float3(0,0,0);
float3 dVV = float3(0,0,0);
float3 dUV = float3(0,0,0);
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
int k = 4*i + j;
float3 CV = (s <= vSegments.x) ? cv[k].P
: ((s <= vSegments.y) ? cv[k].P1
: cv[k].P2);
#else
float3 CV = cv[4*i + j].P;
#endif
dUU += (B0v[i] * B2u[j]) * CV;
dVV += (B2v[i] * B0u[j]) * CV;
dUV += (B1v[i] * B1u[j]) * CV;
}
}
dUU *= 6 * level;
dVV *= 6 * level;
dUV *= 9 * level;
dNu = cross(dUU, dPv) + cross(dPu, dUV);
dNv = cross(dUV, dPv) + cross(dPu, dVV);
float nLengthInv = 1.0;
if (nLength > nEpsilon) {
nLengthInv = 1.0 / nLength;
} else {
// N may have been resolved above if degenerate, but if N was resolved
// we don't have an accurate length for its un-normalized value, and that
// length is needed to project the un-normalized dNu and dNv into the
// tangent plane of N.
//
// So compute N more accurately with available second derivatives, i.e.
// with a 1st order Taylor approximation to un-normalized N(u,v).
float DU = (UV.x == 1.0f) ? -1.0f : 1.0f;
float DV = (UV.y == 1.0f) ? -1.0f : 1.0f;
N = DU * dNu + DV * dNv;
nLength = length(N);
if (nLength > nEpsilon) {
nLengthInv = 1.0f / nLength;
N = N * nLengthInv;
}
}
// Project derivatives of non-unit normals into tangent plane of N:
dNu = (dNu - dot(dNu,N) * N) * nLengthInv;
dNv = (dNv - dot(dNv,N) * N) * nLengthInv;
#endif
}
// ----------------------------------------------------------------------------
// GregoryBasis
// ----------------------------------------------------------------------------
struct OsdPerPatchVertexGregoryBasis {
int3 patchParam : PATCHPARAM;
float3 P : POSITION0;
};
void
OsdComputePerPatchVertexGregoryBasis(int3 patchParam, int ID, float3 cv,
out OsdPerPatchVertexGregoryBasis result)
{
result.patchParam = patchParam;
result.P = cv;
}
void
OsdEvalPatchGregory(int3 patchParam, float2 UV, float3 cv[20],
out float3 P, out float3 dPu, out float3 dPv,
out float3 N, out float3 dNu, out float3 dNv)
{
float u = UV.x, v = UV.y;
float U = 1-u, V = 1-v;
//(0,1) (1,1)
// P3 e3- e2+ P2
// 15------17-------11-------10
// | | | |
// | | | |
// | | f3- | f2+ |
// | 19 13 |
// e3+ 16-----18 14-----12 e2-
// | f3+ f2- |
// | |
// | |
// | f0- f1+ |
// e0- 2------4 8------6 e1+
// | 3 f0+ 9 |
// | | | f1- |
// | | | |
// | | | |
// 0--------1--------7--------5
// P0 e0+ e1- P1
//(0,0) (1,0)
float d11 = u+v;
float d12 = U+v;
float d21 = u+V;
float d22 = U+V;
OsdPerPatchVertexBezier bezcv[16];
bezcv[ 5].P = (d11 == 0.0) ? cv[3] : (u*cv[3] + v*cv[4])/d11;
bezcv[ 6].P = (d12 == 0.0) ? cv[8] : (U*cv[9] + v*cv[8])/d12;
bezcv[ 9].P = (d21 == 0.0) ? cv[18] : (u*cv[19] + V*cv[18])/d21;
bezcv[10].P = (d22 == 0.0) ? cv[13] : (U*cv[13] + V*cv[14])/d22;
bezcv[ 0].P = cv[0];
bezcv[ 1].P = cv[1];
bezcv[ 2].P = cv[7];
bezcv[ 3].P = cv[5];
bezcv[ 4].P = cv[2];
bezcv[ 7].P = cv[6];
bezcv[ 8].P = cv[16];
bezcv[11].P = cv[12];
bezcv[12].P = cv[15];
bezcv[13].P = cv[17];
bezcv[14].P = cv[11];
bezcv[15].P = cv[10];
OsdEvalPatchBezier(patchParam, UV, bezcv, P, dPu, dPv, N, dNu, dNv);
}
// ----------------------------------------------------------------------------
// Legacy Gregory
// ----------------------------------------------------------------------------
#if defined(OSD_PATCH_GREGORY) || defined(OSD_PATCH_GREGORY_BOUNDARY)
#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 cosfn(int n, int j) {
return cos((2.0f * M_PI * j)/float(n));
}
float sinfn(int n, int j) {
return sin((2.0f * M_PI * j)/float(n));
}
#if !defined OSD_MAX_VALENCE || OSD_MAX_VALENCE < 1
#undef OSD_MAX_VALENCE
#define OSD_MAX_VALENCE 4
#endif
struct OsdPerVertexGregory {
float3 P : POSITION0;
int3 clipFlag : CLIPFLAG;
int valence : BLENDINDICE0;
float3 e0 : POSITION1;
float3 e1 : POSITION2;
#ifdef OSD_PATCH_GREGORY_BOUNDARY
int zerothNeighbor : BLENDINDICE1;
float3 org : POSITION3;
#endif
float3 r[OSD_MAX_VALENCE] : POSITION4;
};
struct OsdPerPatchVertexGregory {
int3 patchParam: PATCHPARAM;
float3 P : POSITION0;
float3 Ep : POSITION1;
float3 Em : POSITION2;
float3 Fp : POSITION3;
float3 Fm : POSITION4;
};
#ifndef OSD_NUM_ELEMENTS
#define OSD_NUM_ELEMENTS 3
#endif
Buffer<float> OsdVertexBuffer : register( t2 );
Buffer<int> OsdValenceBuffer : register( t3 );
float3 OsdReadVertex(int vertexIndex)
{
int index = int(OSD_NUM_ELEMENTS * (vertexIndex /*+ OsdBaseVertex()*/));
return float3(OsdVertexBuffer[index],
OsdVertexBuffer[index+1],
OsdVertexBuffer[index+2]);
}
int OsdReadVertexValence(int vertexID)
{
int index = int(vertexID * (2 * OSD_MAX_VALENCE + 1));
return OsdValenceBuffer[index];
}
int OsdReadVertexIndex(int vertexID, int valenceVertex)
{
int index = int(vertexID * (2 * OSD_MAX_VALENCE + 1) + 1 + valenceVertex);
return OsdValenceBuffer[index];
}
Buffer<int> OsdQuadOffsetBuffer : register( t4 );
int OsdReadQuadOffset(int primitiveID, int offsetVertex)
{
int index = int(4*primitiveID+OsdGregoryQuadOffsetBase() + offsetVertex);
return OsdQuadOffsetBuffer[index];
}
void
OsdComputePerVertexGregory(int vID, float3 P, out OsdPerVertexGregory v)
{
v.clipFlag = int3(0,0,0);
int ivalence = OsdReadVertexValence(vID);
v.valence = ivalence;
int valence = abs(ivalence);
float3 f[OSD_MAX_VALENCE];
float3 pos = P;
float3 opos = float3(0,0,0);
#ifdef OSD_PATCH_GREGORY_BOUNDARY
v.org = pos;
int boundaryEdgeNeighbors[2];
int currNeighbor = 0;
int ibefore = 0;
int zerothNeighbor = 0;
#endif
for (int i=0; i<valence; ++i) {
int im = (i+valence-1)%valence;
int ip = (i+1)%valence;
int idx_neighbor = OsdReadVertexIndex(vID, 2*i);
#ifdef OSD_PATCH_GREGORY_BOUNDARY
bool isBoundaryNeighbor = false;
int valenceNeighbor = OsdReadVertexValence(idx_neighbor);
if (valenceNeighbor < 0) {
isBoundaryNeighbor = true;
if (currNeighbor<2) {
boundaryEdgeNeighbors[currNeighbor] = idx_neighbor;
}
currNeighbor++;
if (currNeighbor == 1) {
ibefore = i;
zerothNeighbor = i;
} else {
if (i-ibefore == 1) {
int tmp = boundaryEdgeNeighbors[0];
boundaryEdgeNeighbors[0] = boundaryEdgeNeighbors[1];
boundaryEdgeNeighbors[1] = tmp;
zerothNeighbor = i;
}
}
}
#endif
float3 neighbor = OsdReadVertex(idx_neighbor);
int idx_diagonal = OsdReadVertexIndex(vID, 2*i + 1);
float3 diagonal = OsdReadVertex(idx_diagonal);
int idx_neighbor_p = OsdReadVertexIndex(vID, 2*ip);
float3 neighbor_p = OsdReadVertex(idx_neighbor_p);
int idx_neighbor_m = OsdReadVertexIndex(vID, 2*im);
float3 neighbor_m = OsdReadVertex(idx_neighbor_m);
int idx_diagonal_m = OsdReadVertexIndex(vID, 2*im + 1);
float3 diagonal_m = OsdReadVertex(idx_diagonal_m);
f[i] = (pos * float(valence) + (neighbor_p + neighbor)*2.0f + diagonal) / (float(valence)+5.0f);
opos += f[i];
v.r[i] = (neighbor_p-neighbor_m)/3.0f + (diagonal - diagonal_m)/6.0f;
}
opos /= valence;
v.P = float4(opos, 1.0f).xyz;
float3 e;
v.e0 = float3(0,0,0);
v.e1 = float3(0,0,0);
for(int i=0; i<valence; ++i) {
int im = (i + valence -1) % valence;
e = 0.5f * (f[i] + f[im]);
v.e0 += cosfn(valence, i)*e;
v.e1 += sinfn(valence, i)*e;
}
v.e0 *= ef[valence - 3];
v.e1 *= ef[valence - 3];
#ifdef OSD_PATCH_GREGORY_BOUNDARY
v.zerothNeighbor = zerothNeighbor;
if (currNeighbor == 1) {
boundaryEdgeNeighbors[1] = boundaryEdgeNeighbors[0];
}
if (ivalence < 0) {
if (valence > 2) {
v.P = (OsdReadVertex(boundaryEdgeNeighbors[0]) +
OsdReadVertex(boundaryEdgeNeighbors[1]) +
4.0f * pos)/6.0f;
} else {
v.P = pos;
}
v.e0 = (OsdReadVertex(boundaryEdgeNeighbors[0]) -
OsdReadVertex(boundaryEdgeNeighbors[1]))/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 = OsdReadVertexIndex(vID, 2*zerothNeighbor + 1);
float3 diagonal = OsdReadVertex(idx_diagonal);
v.e1 = gamma * pos +
alpha_0k * OsdReadVertex(boundaryEdgeNeighbors[0]) +
alpha_0k * OsdReadVertex(boundaryEdgeNeighbors[1]) +
beta_0 * diagonal;
for (int x=1; x<valence - 1; ++x) {
int curri = ((x + zerothNeighbor)%valence);
float alpha = (4.0f*sin((M_PI * float(x))/k))/(3.0f*k+c);
float beta = (sin((M_PI * float(x))/k) + sin((M_PI * float(x+1))/k))/(3.0f*k+c);
int idx_neighbor = OsdReadVertexIndex(vID, 2*curri);
float3 neighbor = OsdReadVertex(idx_neighbor);
idx_diagonal = OsdReadVertexIndex(vID, 2*curri + 1);
diagonal = OsdReadVertex(idx_diagonal);
v.e1 += alpha * neighbor + beta * diagonal;
}
v.e1 /= 3.0f;
}
#endif
}
void
OsdComputePerPatchVertexGregory(int3 patchParam, int ID, int primitiveID,
in OsdPerVertexGregory v[4],
out OsdPerPatchVertexGregory result)
{
result.patchParam = patchParam;
result.P = v[ID].P;
int i = ID;
int ip = (i+1)%4;
int im = (i+3)%4;
int valence = abs(v[i].valence);
int n = valence;
int start = OsdReadQuadOffset(primitiveID, i) & 0xff;
int prev = (OsdReadQuadOffset(primitiveID, i) >> 8) & 0xff;
int start_m = OsdReadQuadOffset(primitiveID, im) & 0xff;
int prev_p = (OsdReadQuadOffset(primitiveID, ip) >> 8) & 0xff;
int np = abs(v[ip].valence);
int nm = abs(v[im].valence);
// Control Vertices based on :
// "Approximating Subdivision Surfaces with Gregory Patches
// for Hardware Tessellation"
// Loop, Schaefer, Ni, Castano (ACM ToG Siggraph Asia 2009)
//
// P3 e3- e2+ P2
// 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- P1
//
#ifdef OSD_PATCH_GREGORY_BOUNDARY
float3 Em_ip;
if (v[ip].valence < -2) {
int j = (np + prev_p - v[ip].zerothNeighbor) % np;
Em_ip = v[ip].P + cos((M_PI*j)/float(np-1))*v[ip].e0 + sin((M_PI*j)/float(np-1))*v[ip].e1;
} else {
Em_ip = v[ip].P + v[ip].e0*cosfn(np, prev_p) + v[ip].e1*sinfn(np, prev_p);
}
float3 Ep_im;
if (v[im].valence < -2) {
int j = (nm + start_m - v[im].zerothNeighbor) % nm;
Ep_im = v[im].P + cos((M_PI*j)/float(nm-1))*v[im].e0 + sin((M_PI*j)/float(nm-1))*v[im].e1;
} else {
Ep_im = v[im].P + v[im].e0*cosfn(nm, start_m) + v[im].e1*sinfn(nm, start_m);
}
if (v[i].valence < 0) {
n = (n-1)*2;
}
if (v[im].valence < 0) {
nm = (nm-1)*2;
}
if (v[ip].valence < 0) {
np = (np-1)*2;
}
if (v[i].valence > 2) {
result.Ep = v[i].P + (v[i].e0*cosfn(n, start) + v[i].e1*sinfn(n, start));
result.Em = v[i].P + (v[i].e0*cosfn(n, prev) + v[i].e1*sinfn(n, prev));
float s1=3-2*cosfn(n,1)-cosfn(np,1);
float s2=2*cosfn(n,1);
result.Fp = (cosfn(np,1)*v[i].P + s1*result.Ep + s2*Em_ip + v[i].r[start])/3.0f;
s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm));
result.Fm = (cosfn(nm,1)*v[i].P + s1*result.Em + s2*Ep_im - v[i].r[prev])/3.0f;
} else if (v[i].valence < -2) {
int j = (valence + start - v[i].zerothNeighbor) % valence;
result.Ep = v[i].P + cos((M_PI*j)/float(valence-1))*v[i].e0 + sin((M_PI*j)/float(valence-1))*v[i].e1;
j = (valence + prev - v[i].zerothNeighbor) % valence;
result.Em = v[i].P + cos((M_PI*j)/float(valence-1))*v[i].e0 + sin((M_PI*j)/float(valence-1))*v[i].e1;
float3 Rp = ((-2.0f * v[i].org - 1.0f * v[im].org) + (2.0f * v[ip].org + 1.0f * v[(i+2)%4].org))/3.0f;
float3 Rm = ((-2.0f * v[i].org - 1.0f * v[ip].org) + (2.0f * v[im].org + 1.0f * v[(i+2)%4].org))/3.0f;
float s1 = 3-2*cosfn(n,1)-cosfn(np,1);
float s2 = 2*cosfn(n,1);
result.Fp = (cosfn(np,1)*v[i].P + s1*result.Ep + s2*Em_ip + v[i].r[start])/3.0f;
s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm));
result.Fm = (cosfn(nm,1)*v[i].P + s1*result.Em + s2*Ep_im - v[i].r[prev])/3.0f;
if (v[im].valence < 0) {
s1 = 3-2*cosfn(n,1)-cosfn(np,1);
result.Fp = result.Fm = (cosfn(np,1)*v[i].P + s1*result.Ep + s2*Em_ip + v[i].r[start])/3.0f;
} else if (v[ip].valence < 0) {
s1 = 3.0f-2.0f*cos(2.0f*M_PI/n)-cos(2.0f*M_PI/nm);
result.Fm = result.Fp = (cosfn(nm,1)*v[i].P + s1*result.Em + s2*Ep_im - v[i].r[prev])/3.0f;
}
} else if (v[i].valence == -2) {
result.Ep = (2.0f * v[i].org + v[ip].org)/3.0f;
result.Em = (2.0f * v[i].org + v[im].org)/3.0f;
result.Fp = result.Fm = (4.0f * v[i].org + v[(i+2)%n].org + 2.0f * v[ip].org + 2.0f * v[im].org)/9.0f;
}
#else // not OSD_PATCH_GREGORY_BOUNDARY
result.Ep = v[i].P + v[i].e0 * cosfn(n, start) + v[i].e1*sinfn(n, start);
result.Em = v[i].P + v[i].e0 * cosfn(n, prev ) + v[i].e1*sinfn(n, prev );
float3 Em_ip = v[ip].P + v[ip].e0*cosfn(np, prev_p) + v[ip].e1*sinfn(np, prev_p);
float3 Ep_im = v[im].P + v[im].e0*cosfn(nm, start_m) + v[im].e1*sinfn(nm, start_m);
float s1 = 3-2*cosfn(n,1)-cosfn(np,1);
float s2 = 2*cosfn(n,1);
result.Fp = (cosfn(np,1)*v[i].P + s1*result.Ep + s2*Em_ip + v[i].r[start])/3.0f;
s1 = 3.0f-2.0f*cos(2.0f*M_PI/float(n))-cos(2.0f*M_PI/float(nm));
result.Fm = (cosfn(nm,1)*v[i].P + s1*result.Em +s2*Ep_im - v[i].r[prev])/3.0f;
#endif
}
#endif // OSD_PATCH_GREGORY || OSD_PATCH_GREGORY_BOUNDARY