OpenSubdiv/opensubdiv/osd/hlslPatchGregory.hlsl
David G Yu 67cc2a3810 Irregular patch shader transition edges
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.
2019-06-03 15:34:40 -07:00

187 lines
6.0 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.VertexGregory
//----------------------------------------------------------
void vs_main_patches( in InputVertex input,
uint vID : SV_VertexID,
out OsdPerVertexGregory output )
{
OsdComputePerVertexGregory(vID, input.position, output);
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
}
//----------------------------------------------------------
// Patches.HullGregory
//----------------------------------------------------------
[domain("quad")]
[partitioning(OSD_PARTITIONING)]
[outputtopology("triangle_cw")]
[outputcontrolpoints(4)]
[patchconstantfunc("HSConstFunc")]
OsdPerPatchVertexGregory hs_main_patches(
in InputPatch<OsdPerVertexGregory, 4> patch,
uint primitiveID : SV_PrimitiveID,
in uint ID : SV_OutputControlPointID )
{
OsdPerPatchVertexGregory output;
OsdPerVertexGregory cv[4];
for (int i=0; i<4; ++i) {
cv[i] = patch[i];
}
int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
OsdComputePerPatchVertexGregory(patchParam, ID, primitiveID, cv, output);
return output;
}
HS_CONSTANT_FUNC_OUT HSConstFunc(
InputPatch<OsdPerVertexGregory, 4> patch,
OutputPatch<OsdPerPatchVertexGregory, 4> gregoryPatch,
uint primitiveID : SV_PrimitiveID)
{
HS_CONSTANT_FUNC_OUT output;
int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
float4 tessLevelOuter = float4(0,0,0,0);
float2 tessLevelInner = float2(0,0);
float4 tessOuterLo = float4(0,0,0,0);
float4 tessOuterHi = float4(0,0,0,0);
OSD_PATCH_CULL(4);
#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
// Gather bezier control points to compute limit surface tess levels
OsdPerPatchVertexBezier bezcv[16];
bezcv[ 0].P = gregoryPatch[0].P;
bezcv[ 1].P = gregoryPatch[0].Ep;
bezcv[ 2].P = gregoryPatch[1].Em;
bezcv[ 3].P = gregoryPatch[1].P;
bezcv[ 4].P = gregoryPatch[0].Em;
bezcv[ 5].P = gregoryPatch[0].Fp;
bezcv[ 6].P = gregoryPatch[1].Fm;
bezcv[ 7].P = gregoryPatch[1].Ep;
bezcv[ 8].P = gregoryPatch[3].Ep;
bezcv[ 9].P = gregoryPatch[3].Fm;
bezcv[10].P = gregoryPatch[2].Fp;
bezcv[11].P = gregoryPatch[2].Em;
bezcv[12].P = gregoryPatch[3].P;
bezcv[13].P = gregoryPatch[3].Em;
bezcv[14].P = gregoryPatch[2].Ep;
bezcv[15].P = gregoryPatch[2].P;
OsdEvalPatchBezierTessLevels(bezcv, patchParam,
tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#else
OsdGetTessLevelsUniform(patchParam, tessLevelOuter, tessLevelInner,
tessOuterLo, tessOuterHi);
#endif
output.tessLevelOuter[0] = tessLevelOuter[0];
output.tessLevelOuter[1] = tessLevelOuter[1];
output.tessLevelOuter[2] = tessLevelOuter[2];
output.tessLevelOuter[3] = tessLevelOuter[3];
output.tessLevelInner[0] = tessLevelInner[0];
output.tessLevelInner[1] = tessLevelInner[1];
output.tessOuterLo = tessOuterLo;
output.tessOuterHi = tessOuterHi;
return output;
}
//----------------------------------------------------------
// Patches.DomainGregory
//----------------------------------------------------------
[domain("quad")]
void ds_main_patches(
in HS_CONSTANT_FUNC_OUT input,
in OutputPatch<OsdPerPatchVertexGregory, 4> patch,
in float2 domainCoord : SV_DomainLocation,
out OutputVertex output )
{
float3 P = float3(0,0,0), dPu = float3(0,0,0), dPv = float3(0,0,0);
float3 N = float3(0,0,0), dNu = float3(0,0,0), dNv = float3(0,0,0);
float3 cv[20];
cv[0] = patch[0].P;
cv[1] = patch[0].Ep;
cv[2] = patch[0].Em;
cv[3] = patch[0].Fp;
cv[4] = patch[0].Fm;
cv[5] = patch[1].P;
cv[6] = patch[1].Ep;
cv[7] = patch[1].Em;
cv[8] = patch[1].Fp;
cv[9] = patch[1].Fm;
cv[10] = patch[2].P;
cv[11] = patch[2].Ep;
cv[12] = patch[2].Em;
cv[13] = patch[2].Fp;
cv[14] = patch[2].Fm;
cv[15] = patch[3].P;
cv[16] = patch[3].Ep;
cv[17] = patch[3].Em;
cv[18] = patch[3].Fp;
cv[19] = patch[3].Fm;
float2 UV = OsdGetTessParameterization(domainCoord,
input.tessOuterLo,
input.tessOuterHi);
int3 patchParam = patch[0].patchParam;
OsdEvalPatchGregory(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
// all code below here is client code
output.position = mul(OsdModelViewMatrix(), float4(P, 1.0f));
output.normal = mul(OsdModelViewMatrix(), float4(N, 0.0f)).xyz;
output.tangent = mul(OsdModelViewMatrix(), float4(dPu, 0.0f)).xyz;
output.bitangent = mul(OsdModelViewMatrix(), float4(dPv, 0.0f)).xyz;
#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
output.Nu = dNu;
output.Nv = dNv;
#endif
output.patchCoord = OsdInterpolatePatchCoord(UV, patchParam);
OSD_DISPLACEMENT_CALLBACK;
output.positionOut = mul(OsdProjectionMatrix(), output.position);
output.edgeDistance = 0;
}