mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 12:10:08 +00:00
c245407854
This change refactors the GLSL and HLSL patch shader code so that most of the work is implemented within a library of common functions and the remaining shader snippets just manage plumbing. There is more to do here: - varying and face-varying data can be managed entirely by the client - similarly, displacement can be implemented in client code - there's still quite a bit of residual boiler-plate code needed in each shader stage that we should be able to wrap up in a more convenient form.
130 lines
4.3 KiB
HLSL
130 lines
4.3 KiB
HLSL
//
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// Copyright 2015 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//----------------------------------------------------------
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// Patches.VertexGregoryBasis
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//----------------------------------------------------------
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void vs_main_patches( in InputVertex input,
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out HullVertex output )
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{
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output.position = input.position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
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}
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//----------------------------------------------------------
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// Patches.HullGregoryBasis
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//----------------------------------------------------------
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[domain("quad")]
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[partitioning(OSD_PARTITIONING)]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(20)]
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[patchconstantfunc("HSConstFunc")]
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OsdPerPatchVertexGregoryBasis hs_main_patches(
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in InputPatch<HullVertex, 20> 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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OsdPerPatchVertexGregoryBasis output;
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float3 cv = patch[ID].position.xyz;
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int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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OsdComputePerPatchVertexGregoryBasis(patchParam, ID, cv, output);
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return output;
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}
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HS_CONSTANT_FUNC_OUT
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HSConstFunc(
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InputPatch<HullVertex, 20> 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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int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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float4 tessLevelOuter = float4(0,0,0,0);
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float2 tessLevelInner = float2(0,0);
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float4 tessOuterLo = float4(0,0,0,0);
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float4 tessOuterHi = float4(0,0,0,0);
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OSD_PATCH_CULL(20);
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OsdGetTessLevels(patch[0].position.xyz, patch[15].position.xyz,
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patch[10].position.xyz, patch[5].position.xyz,
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patchParam, tessLevelOuter, tessLevelInner);
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output.tessLevelOuter[0] = tessLevelOuter[0];
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output.tessLevelOuter[1] = tessLevelOuter[1];
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output.tessLevelOuter[2] = tessLevelOuter[2];
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output.tessLevelOuter[3] = tessLevelOuter[3];
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output.tessLevelInner[0] = tessLevelInner[0];
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output.tessLevelInner[1] = tessLevelInner[1];
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return output;
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}
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//----------------------------------------------------------
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// Patches.DomainGregoryBasis
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//----------------------------------------------------------
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[domain("quad")]
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void ds_main_patches(
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in HS_CONSTANT_FUNC_OUT input,
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in OutputPatch<OsdPerPatchVertexGregoryBasis, 20> patch,
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in float2 UV : SV_DomainLocation,
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out OutputVertex output )
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{
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float3 P = float3(0,0,0), dPu = float3(0,0,0), dPv = float3(0,0,0);
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float3 N = float3(0,0,0), dNu = float3(0,0,0), dNv = float3(0,0,0);
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float3 cv[20];
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for (int i = 0; i < 20; ++i) {
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cv[i] = patch[i].P;
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}
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int3 patchParam = patch[0].patchParam;
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OsdEvalPatchGregory(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
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// all code below here is client code
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output.position = mul(OsdModelViewMatrix(), float4(P, 1.0f));
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output.normal = mul(OsdModelViewMatrix(), float4(N, 0.0f)).xyz;
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output.tangent = mul(OsdModelViewMatrix(), float4(dPu, 0.0f)).xyz;
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output.bitangent = mul(OsdModelViewMatrix(), float4(dPv, 0.0f)).xyz;
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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output.Nu = dNu;
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output.Nv = dNv;
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#endif
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output.patchCoord = OsdInterpolatePatchCoord(UV, patchParam);
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OSD_DISPLACEMENT_CALLBACK;
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output.positionOut = mul(OsdProjectionMatrix(), output.position);
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output.edgeDistance = 0;
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}
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