OpenSubdiv/opensubdiv/osd/hlslPatchCommon.hlsl
Takahito Tejima f7f2ca2581 Move uniform block definitions out of osd common shader into client shader.
Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl)

mat4 OsdModelViewMatrix()
mat4 OsdProjectionMatrix()
mat4 OsdModelViewProjectionMatrix()
float OsdTessLevel()
int OsdGreogryQuadOffsetBase()
int OsdPrimitiveIdBase()

We probably should write a utility class for basic binding of them, to make client code simpler.
2013-12-03 15:59:38 -08:00

309 lines
11 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
//----------------------------------------------------------
#ifndef OSD_TRANSITION_ROTATE
#define OSD_TRANSITION_ROTATE 0
#endif
#if defined OSD_PATCH_BOUNDARY
#define OSD_PATCH_INPUT_SIZE 12
#elif defined OSD_PATCH_CORNER
#define OSD_PATCH_INPUT_SIZE 9
#else
#define OSD_PATCH_INPUT_SIZE 16
#endif
#define M_PI 3.14159265359f
struct InputVertex {
float4 position : POSITION;
float3 normal : NORMAL;
};
struct HullVertex {
float4 position : POSITION;
float4 patchCoord : PATCHCOORD; // u, v, level, faceID
int4 ptexInfo : PTEXINFO; // u offset, v offset, 2^ptexlevel, rotation
int3 clipFlag : CLIPFLAG;
};
struct OutputVertex {
float4 positionOut : SV_Position;
float4 position : POSITION1;
float3 normal : NORMAL;
float3 tangent : TANGENT0;
float3 bitangent : TANGENT1;
float4 patchCoord : PATCHCOORD; // u, v, level, faceID
noperspective float4 edgeDistance : EDGEDISTANCE;
#if defined(OSD_COMPUTE_NORMAL_DERIVATIVES)
float3 Nu : TANGENT2;
float3 Nv : TANGENT3;
#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 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;
float4 patchCoord: TEXTURE0;
float4 ptexInfo: TEXTURE1;
};
struct HS_CONSTANT_FUNC_OUT {
float tessLevelInner[2] : SV_InsideTessFactor;
float tessLevelOuter[4] : SV_TessFactor;
};
// osd shaders need following functions defined
float4x4 OsdModelViewMatrix();
float4x4 OsdProjectionMatrix();
float4x4 OsdModelViewProjectionMatrix();
float OsdTessLevel();
int OsdGregoryQuadOffsetBase();
int OsdPrimitiveIdBase();
float GetTessLevel(int patchLevel)
{
#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
return OsdTessLevel();
#else
return OsdTessLevel() / pow(2, patchLevel-1);
#endif
}
#ifndef GetPrimitiveID
#define GetPrimitiveID(x) (x + OsdPrimitiveIdBase())
#endif
float GetPostProjectionSphereExtent(float3 center, float diameter)
{
float4 p = mul(OsdProjectionMatrix(), float4(center, 1.0));
return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
}
float TessAdaptive(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);
return max(1.0, OsdTessLevel() * GetPostProjectionSphereExtent(center, diameter));
}
#ifndef OSD_DISPLACEMENT_CALLBACK
#define OSD_DISPLACEMENT_CALLBACK
#endif
Buffer<int2> OsdPatchParamBuffer : register( t3 );
#define GetPatchLevel(primitiveID) \
(OsdPatchParamBuffer[GetPrimitiveID(primitiveID)].y & 0xf)
#define OSD_COMPUTE_PTEX_COORD_HULL_SHADER \
{ \
int2 ptexIndex = OsdPatchParamBuffer[GetPrimitiveID(primitiveID)].xy; \
int faceID = ptexIndex.x; \
int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1)); \
int u = (ptexIndex.y >> 17) & 0x3ff; \
int v = (ptexIndex.y >> 7) & 0x3ff; \
int rotation = (ptexIndex.y >> 5) & 0x3; \
output.patchCoord.w = faceID+0.5; \
output.ptexInfo = int4(u, v, lv, rotation); \
}
#define OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER \
{ \
float2 uv = output.patchCoord.xy; \
int2 p = patch[0].ptexInfo.xy; \
int lv = patch[0].ptexInfo.z; \
int rot = patch[0].ptexInfo.w; \
uv.xy = float(rot==0)*uv.xy \
+ float(rot==1)*float2(1.0-uv.y, uv.x) \
+ float(rot==2)*float2(1.0-uv.x, 1.0-uv.y) \
+ float(rot==3)*float2(uv.y, 1.0-uv.x); \
output.patchCoord.xy = (uv * float2(1.0,1.0)/lv) + float2(p.x, p.y)/lv; \
}
#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE) \
{ \
int rot = (patch[0].ptexInfo.w + 4 - ROTATE)%4; \
if (rot == 1) { \
output.tangent = -BiTangent; \
output.bitangent = Tangent; \
} else if (rot == 2) { \
output.tangent = -Tangent; \
output.bitangent = -BiTangent; \
} else if (rot == 3) { \
output.tangent = BiTangent; \
output.bitangent = -Tangent; \
} else { \
output.tangent = Tangent; \
output.bitangent = BiTangent; \
} \
}
#define OSD_COMPUTE_PTEX_COMPATIBLE_DERIVATIVES(ROTATE) \
{ \
int rot = (patch[0].ptexInfo.w + 4 - ROTATE)%4; \
if (rot == 1) { \
output.tangent = -BiTangent; \
output.bitangent = Tangent; \
output.Nu = -Nv; \
output.Nv = Nv; \
} else if (rot == 2) { \
output.tangent = -Tangent; \
output.bitangent = -BiTangent; \
output.Nu = -Nu; \
output.Nv = -Nv; \
} else if (rot == 3) { \
output.tangent = BiTangent; \
output.bitangent = -Tangent; \
output.Nu = Nv; \
output.Nv = -Nu; \
} else { \
output.tangent = Tangent; \
output.bitangent = BiTangent; \
output.Nu = Nu; \
output.Nv = Nv; \
} \
}
#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; \
}
#define OSD_PATCH_CULL_TRIANGLE(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; \
output.tessLevelOuter[0] = 0; \
output.tessLevelOuter[1] = 0; \
output.tessLevelOuter[2] = 0; \
return output; \
}
#else
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
#define OSD_PATCH_CULL(N)
#define OSD_PATCH_CULL_TRIANGLE(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;
}