mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 04:00:07 +00:00
67cc2a3810
Updated the Gregory patch tessellation shaders to account for transition edges. Changed the implementation of OsdGetTessParameterizationTriangle() to take the input parametric location as a 3-component value. This allows the edge parameterization to be more numerically robust and consistent. Also, corrected some minor discrepancies between the various tessellation shader configurations.
148 lines
4.9 KiB
HLSL
148 lines
4.9 KiB
HLSL
//
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// Copyright 2019 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.VertexBoxSplineTriangle
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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.HullBoxSplineTriangle
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//----------------------------------------------------------
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[domain("tri")]
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[partitioning(OSD_PARTITIONING)]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(15)]
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[patchconstantfunc("HSConstFunc")]
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OsdPerPatchVertexBezier hs_main_patches(
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in InputPatch<HullVertex, 12> 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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OsdPerPatchVertexBezier output;
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float3 cv[12];
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for (int i=0; i<12; ++i) {
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cv[i] = patch[i].position.xyz;
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}
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int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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OsdComputePerPatchVertexBoxSplineTriangle(patchParam, ID, cv, output);
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return output;
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}
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HS_CONSTANT_FUNC_TRIANGLE_OUT
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HSConstFunc(
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InputPatch<HullVertex, 12> patch,
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OutputPatch<OsdPerPatchVertexBezier, 15> bezierTrianglePatch,
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uint primitiveID : SV_PrimitiveID)
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{
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HS_CONSTANT_FUNC_TRIANGLE_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_TRIANGLE(12);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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float3 bezcv[15];
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for (int i=0; i<15; ++i) {
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bezcv[i] = bezierTrianglePatch[i].P;
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}
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OsdEvalPatchBezierTriangleTessLevels(bezcv, patchParam,
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tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#else
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OsdGetTessLevelsUniformTriangle(patchParam, tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#endif
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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.tessLevelInner[0] = tessLevelInner[0];
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output.tessOuterLo = tessOuterLo;
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output.tessOuterHi = tessOuterHi;
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return output;
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}
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//----------------------------------------------------------
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// Patches.DomainBoxSplineTriangle
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//----------------------------------------------------------
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[domain("tri")]
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void ds_main_patches(
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in HS_CONSTANT_FUNC_TRIANGLE_OUT input,
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in OutputPatch<OsdPerPatchVertexBezier, 15> patch,
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in float3 domainCoord : 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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OsdPerPatchVertexBezier cv[15];
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for (int i=0; i<15; ++i) {
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cv[i] = patch[i];
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}
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float2 UV = OsdGetTessParameterizationTriangle(domainCoord,
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input.tessOuterLo,
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input.tessOuterHi);
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int3 patchParam = patch[0].patchParam;
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OsdEvalPatchBezierTriangle(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 = OsdInterpolatePatchCoordTriangle(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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