mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-08 21:30:06 +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.
751 lines
29 KiB
HLSL
751 lines
29 KiB
HLSL
//
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// Copyright 2013-2019 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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// Tessellation
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// ----------------------------------------------------------------------------
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// For now, fractional spacing is supported only with screen space tessellation
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#ifndef OSD_ENABLE_SCREENSPACE_TESSELLATION
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#undef OSD_FRACTIONAL_EVEN_SPACING
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#undef OSD_FRACTIONAL_ODD_SPACING
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#endif
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#if defined OSD_FRACTIONAL_EVEN_SPACING
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#define OSD_PARTITIONING "fractional_even"
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#elif defined OSD_FRACTIONAL_ODD_SPACING
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#define OSD_PARTITIONING "fractional_odd"
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#else
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#define OSD_PARTITIONING "integer"
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#endif
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struct HS_CONSTANT_FUNC_OUT {
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float tessLevelInner[2] : SV_InsideTessFactor;
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float tessLevelOuter[4] : SV_TessFactor;
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float4 tessOuterLo : TRANSITIONLO;
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float4 tessOuterHi : TRANSITIONHI;
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};
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struct HS_CONSTANT_FUNC_TRIANGLE_OUT {
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float tessLevelInner[1] : SV_InsideTessFactor;
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float tessLevelOuter[3] : SV_TessFactor;
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float4 tessOuterLo : TRANSITIONLO;
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float4 tessOuterHi : TRANSITIONHI;
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};
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//
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// Organization of B-spline and Bezier control points.
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//
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// Each patch is defined by 16 control points (labeled 0-15).
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//
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// The patch will be evaluated across the domain from (0,0) at
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// the lower-left to (1,1) at the upper-right. When computing
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// adaptive tessellation metrics, we consider refined vertex-vertex
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// and edge-vertex points along the transition edges of the patch
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// (labeled vv* and ev* respectively).
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//
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// The two segments of each transition edge are labeled Lo and Hi,
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// with the Lo segment occurring before the Hi segment along the
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// transition edge's domain parameterization. These Lo and Hi segment
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// tessellation levels determine how domain evaluation coordinates
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// are remapped along transition edges. The Hi segment value will
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// be zero for a non-transition edge.
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//
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// (0,1) (1,1)
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//
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// vv3 ev23 vv2
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// | Lo3 | Hi3 |
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// --O-----------O-----+-----O-----------O--
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// | 12 | 13 14 | 15 |
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// | | | |
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// | | | |
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// Hi0 | | | | Hi2
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// | | | |
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// O-----------O-----------O-----------O
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// | 8 | 9 10 | 11 |
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// | | | |
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// ev03 --+ | | +-- ev12
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// | | | |
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// | 4 | 5 6 | 7 |
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// O-----------O-----------O-----------O
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// | | | |
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// Lo0 | | | | Lo2
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// | | | |
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// | | | |
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// | 0 | 1 2 | 3 |
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// --O-----------O-----+-----O-----------O--
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// | Lo1 | Hi1 |
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// vv0 ev01 vv1
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//
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// (0,0) (1,0)
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//
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#define OSD_MAX_TESS_LEVEL 64
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float OsdComputePostProjectionSphereExtent(float3 center, float diameter)
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{
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float4 p = mul(OsdProjectionMatrix(), float4(center, 1.0));
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return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
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}
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float OsdComputeTessLevel(float3 p0, float3 p1)
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{
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// Adaptive factor can be any computation that depends only on arg values.
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// Project the diameter of the edge's bounding sphere instead of using the
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// length of the projected edge itself to avoid problems near silhouettes.
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p0 = mul(OsdModelViewMatrix(), float4(p0, 1.0)).xyz;
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p1 = mul(OsdModelViewMatrix(), float4(p1, 1.0)).xyz;
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float3 center = (p0 + p1) / 2.0;
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float diameter = distance(p0, p1);
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float projLength = OsdComputePostProjectionSphereExtent(center, diameter);
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float tessLevel = max(1.0, OsdTessLevel() * projLength);
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// We restrict adaptive tessellation levels to half of the device
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// supported maximum because transition edges are split into two
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// halves and the sum of the two corresponding levels must not exceed
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// the device maximum. We impose this limit even for non-transition
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// edges because a non-transition edge must be able to match up with
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// one half of the transition edge of an adjacent transition patch.
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return min(tessLevel, OSD_MAX_TESS_LEVEL / 2);
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}
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void
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OsdGetTessLevelsUniform(int3 patchParam,
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out float4 tessOuterLo, out float4 tessOuterHi)
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{
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// Uniform factors are simple powers of two for each level.
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// The maximum here can be increased if we know the maximum
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// refinement level of the mesh:
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// min(OSD_MAX_TESS_LEVEL, pow(2, MaximumRefinementLevel-1)
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int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
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float tessLevel = min(OsdTessLevel(), OSD_MAX_TESS_LEVEL) /
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pow(2, refinementLevel-1);
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// tessLevels of transition edge should be clamped to 2.
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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float4 tessLevelMin = float4(1,1,1,1)
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+ float4(((transitionMask & 8) >> 3),
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((transitionMask & 1) >> 0),
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((transitionMask & 2) >> 1),
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((transitionMask & 4) >> 2));
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tessOuterLo = max(float4(tessLevel,tessLevel,tessLevel,tessLevel),
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tessLevelMin);
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tessOuterHi = float4(0,0,0,0);
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}
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void
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OsdGetTessLevelsUniformTriangle(int3 patchParam,
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out float4 tessOuterLo, out float4 tessOuterHi)
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{
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// Uniform factors are simple powers of two for each level.
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// The maximum here can be increased if we know the maximum
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// refinement level of the mesh:
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// min(OSD_MAX_TESS_LEVEL, pow(2, MaximumRefinementLevel-1)
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int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
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float tessLevel = min(OsdTessLevel(), OSD_MAX_TESS_LEVEL) /
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pow(2, refinementLevel-1);
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// tessLevels of transition edge should be clamped to 2.
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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float4 tessLevelMin = float4(1,1,1,1)
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+ float4(((transitionMask & 4) >> 2),
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((transitionMask & 1) >> 0),
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((transitionMask & 2) >> 1),
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0);
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tessOuterLo = max(float4(tessLevel,tessLevel,tessLevel,tessLevel),
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tessLevelMin);
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tessOuterHi = float4(0,0,0,0);
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}
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void
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OsdGetTessLevelsRefinedPoints(float3 cp[16], int3 patchParam,
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out float4 tessOuterLo, out float4 tessOuterHi)
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{
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// Each edge of a transition patch is adjacent to one or two patches
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// at the next refined level of subdivision. We compute the corresponding
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// vertex-vertex and edge-vertex refined points along the edges of the
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// patch using Catmull-Clark subdivision stencil weights.
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// For simplicity, we let the optimizer discard unused computation.
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float3 vv0 = (cp[0] + cp[2] + cp[8] + cp[10]) * 0.015625 +
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(cp[1] + cp[4] + cp[6] + cp[9]) * 0.09375 + cp[5] * 0.5625;
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float3 ev01 = (cp[1] + cp[2] + cp[9] + cp[10]) * 0.0625 +
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(cp[5] + cp[6]) * 0.375;
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float3 vv1 = (cp[1] + cp[3] + cp[9] + cp[11]) * 0.015625 +
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(cp[2] + cp[5] + cp[7] + cp[10]) * 0.09375 + cp[6] * 0.5625;
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float3 ev12 = (cp[5] + cp[7] + cp[9] + cp[11]) * 0.0625 +
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(cp[6] + cp[10]) * 0.375;
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float3 vv2 = (cp[5] + cp[7] + cp[13] + cp[15]) * 0.015625 +
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(cp[6] + cp[9] + cp[11] + cp[14]) * 0.09375 + cp[10] * 0.5625;
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float3 ev23 = (cp[5] + cp[6] + cp[13] + cp[14]) * 0.0625 +
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(cp[9] + cp[10]) * 0.375;
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float3 vv3 = (cp[4] + cp[6] + cp[12] + cp[14]) * 0.015625 +
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(cp[5] + cp[8] + cp[10] + cp[13]) * 0.09375 + cp[9] * 0.5625;
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float3 ev03 = (cp[4] + cp[6] + cp[8] + cp[10]) * 0.0625 +
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(cp[5] + cp[9]) * 0.375;
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tessOuterLo = float4(0,0,0,0);
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tessOuterHi = float4(0,0,0,0);
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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if ((transitionMask & 8) != 0) {
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tessOuterLo[0] = OsdComputeTessLevel(vv0, ev03);
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tessOuterHi[0] = OsdComputeTessLevel(vv3, ev03);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(cp[5], cp[9]);
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}
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if ((transitionMask & 1) != 0) {
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tessOuterLo[1] = OsdComputeTessLevel(vv0, ev01);
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tessOuterHi[1] = OsdComputeTessLevel(vv1, ev01);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(cp[5], cp[6]);
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}
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if ((transitionMask & 2) != 0) {
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tessOuterLo[2] = OsdComputeTessLevel(vv1, ev12);
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tessOuterHi[2] = OsdComputeTessLevel(vv2, ev12);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(cp[6], cp[10]);
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}
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if ((transitionMask & 4) != 0) {
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tessOuterLo[3] = OsdComputeTessLevel(vv3, ev23);
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tessOuterHi[3] = OsdComputeTessLevel(vv2, ev23);
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} else {
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tessOuterLo[3] = OsdComputeTessLevel(cp[9], cp[10]);
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}
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}
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//
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// Patch boundary corners are ordered counter-clockwise from the first
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// corner while patch boundary edges and their midpoints are similarly
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// ordered counter-clockwise beginning at the edge preceding corner[0].
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//
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void
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Osd_GetTessLevelsFromPatchBoundaries4(float3 corners[4], float3 midpoints[4],
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int3 patchParam, out float4 tessOuterLo, out float4 tessOuterHi)
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{
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tessOuterLo = float4(0,0,0,0);
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tessOuterHi = float4(0,0,0,0);
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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if ((transitionMask & 8) != 0) {
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tessOuterLo[0] = OsdComputeTessLevel(corners[0], midpoints[0]);
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tessOuterHi[0] = OsdComputeTessLevel(corners[3], midpoints[0]);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(corners[0], corners[3]);
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}
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if ((transitionMask & 1) != 0) {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], midpoints[1]);
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tessOuterHi[1] = OsdComputeTessLevel(corners[1], midpoints[1]);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], corners[1]);
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}
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if ((transitionMask & 2) != 0) {
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tessOuterLo[2] = OsdComputeTessLevel(corners[1], midpoints[2]);
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tessOuterHi[2] = OsdComputeTessLevel(corners[2], midpoints[2]);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(corners[1], corners[2]);
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}
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if ((transitionMask & 4) != 0) {
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tessOuterLo[3] = OsdComputeTessLevel(corners[3], midpoints[3]);
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tessOuterHi[3] = OsdComputeTessLevel(corners[2], midpoints[3]);
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} else {
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tessOuterLo[3] = OsdComputeTessLevel(corners[3], corners[2]);
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}
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}
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void
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Osd_GetTessLevelsFromPatchBoundaries3(float3 corners[3], float3 midpoints[3],
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int3 patchParam, out float4 tessOuterLo, out float4 tessOuterHi)
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{
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tessOuterLo = float4(0,0,0,0);
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tessOuterHi = float4(0,0,0,0);
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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if ((transitionMask & 4) != 0) {
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tessOuterLo[0] = OsdComputeTessLevel(corners[0], midpoints[0]);
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tessOuterHi[0] = OsdComputeTessLevel(corners[2], midpoints[0]);
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} else {
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tessOuterLo[0] = OsdComputeTessLevel(corners[0], corners[2]);
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}
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if ((transitionMask & 1) != 0) {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], midpoints[1]);
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tessOuterHi[1] = OsdComputeTessLevel(corners[1], midpoints[1]);
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} else {
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tessOuterLo[1] = OsdComputeTessLevel(corners[0], corners[1]);
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}
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if ((transitionMask & 2) != 0) {
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tessOuterLo[2] = OsdComputeTessLevel(corners[2], midpoints[2]);
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tessOuterHi[2] = OsdComputeTessLevel(corners[1], midpoints[2]);
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} else {
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tessOuterLo[2] = OsdComputeTessLevel(corners[1], corners[2]);
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}
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}
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float3
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Osd_EvalBezierCurveMidPoint(float3 p0, float3 p1, float3 p2, float3 p3)
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{
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// Coefficients for the midpoint are { 1/8, 3/8, 3/8, 1/8 }:
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return 0.125 * (p0 + p3) + 0.375 * (p1 + p2);
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}
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float3
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Osd_EvalQuarticBezierCurveMidPoint(float3 p0, float3 p1, float3 p2, float3 p3, float3 p4)
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{
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// Coefficients for the midpoint are { 1/16, 1/4, 3/8, 1/4, 1/16 }:
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return 0.0625 * (p0 + p4) + 0.25 * (p1 + p3) + 0.375 * p2;
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}
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void
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OsdEvalPatchBezierTessLevels(OsdPerPatchVertexBezier cpBezier[16],
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int3 patchParam, out float4 tessOuterLo, out float4 tessOuterHi)
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{
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// Each edge of a transition patch is adjacent to one or two patches
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// at the next refined level of subdivision. When the patch control
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// points have been converted to the Bezier basis, the control points
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// at the four corners are on the limit surface (since a Bezier patch
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// interpolates its corner control points). We can compute an adaptive
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// tessellation level for transition edges on the limit surface by
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// evaluating a limit position at the mid point of each transition edge.
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tessOuterLo = float4(0,0,0,0);
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tessOuterHi = float4(0,0,0,0);
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float3 corners[4];
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float3 midpoints[4];
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int transitionMask = OsdGetPatchTransitionMask(patchParam);
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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corners[0] = OsdEvalBezier(cpBezier, patchParam, float2(0.0, 0.0));
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corners[1] = OsdEvalBezier(cpBezier, patchParam, float2(1.0, 0.0));
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corners[2] = OsdEvalBezier(cpBezier, patchParam, float2(1.0, 1.0));
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corners[3] = OsdEvalBezier(cpBezier, patchParam, float2(0.0, 1.0));
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midpoints[0] = ((transitionMask & 8) == 0) ? float3(0,0,0) :
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OsdEvalBezier(cpBezier, patchParam, float2(0.0, 0.5));
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midpoints[1] = ((transitionMask & 1) == 0) ? float3(0,0,0) :
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OsdEvalBezier(cpBezier, patchParam, float2(0.5, 0.0));
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midpoints[2] = ((transitionMask & 2) == 0) ? float3(0,0,0) :
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OsdEvalBezier(cpBezier, patchParam, float2(1.0, 0.5));
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midpoints[3] = ((transitionMask & 4) == 0) ? float3(0,0,0) :
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OsdEvalBezier(cpBezier, patchParam, float2(0.5, 1.0));
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#else
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corners[0] = cpBezier[ 0].P;
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corners[1] = cpBezier[ 3].P;
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corners[2] = cpBezier[15].P;
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corners[3] = cpBezier[12].P;
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midpoints[0] = ((transitionMask & 8) == 0) ? float3(0,0,0) :
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Osd_EvalBezierCurveMidPoint(
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cpBezier[0].P, cpBezier[4].P, cpBezier[8].P, cpBezier[12].P);
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midpoints[1] = ((transitionMask & 1) == 0) ? float3(0,0,0) :
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Osd_EvalBezierCurveMidPoint(
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cpBezier[0].P, cpBezier[1].P, cpBezier[2].P, cpBezier[3].P);
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midpoints[2] = ((transitionMask & 2) == 0) ? float3(0,0,0) :
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Osd_EvalBezierCurveMidPoint(
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cpBezier[3].P, cpBezier[7].P, cpBezier[11].P, cpBezier[15].P);
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midpoints[3] = ((transitionMask & 4) == 0) ? float3(0,0,0) :
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Osd_EvalBezierCurveMidPoint(
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cpBezier[12].P, cpBezier[13].P, cpBezier[14].P, cpBezier[15].P);
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#endif
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Osd_GetTessLevelsFromPatchBoundaries4(corners, midpoints,
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patchParam, tessOuterLo, tessOuterHi);
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}
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void
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OsdEvalPatchBezierTriangleTessLevels(float3 cv[15],
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int3 patchParam, out float4 tessOuterLo, out float4 tessOuterHi)
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{
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// Each edge of a transition patch is adjacent to one or two patches
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// at the next refined level of subdivision. When the patch control
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// points have been converted to the Bezier basis, the control points
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// at the corners are on the limit surface (since a Bezier patch
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// interpolates its corner control points). We can compute an adaptive
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// tessellation level for transition edges on the limit surface by
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// evaluating a limit position at the mid point of each transition edge.
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tessOuterLo = float4(0,0,0,0);
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tessOuterHi = float4(0,0,0,0);
|
|
|
|
int transitionMask = OsdGetPatchTransitionMask(patchParam);
|
|
|
|
float3 corners[3];
|
|
corners[0] = cv[0];
|
|
corners[1] = cv[4];
|
|
corners[2] = cv[14];
|
|
|
|
float3 midpoints[3];
|
|
midpoints[0] = ((transitionMask & 4) == 0) ? float3(0,0,0) :
|
|
Osd_EvalQuarticBezierCurveMidPoint(cv[0], cv[5], cv[9], cv[12], cv[14]);
|
|
midpoints[1] = ((transitionMask & 1) == 0) ? float3(0,0,0) :
|
|
Osd_EvalQuarticBezierCurveMidPoint(cv[0], cv[1], cv[2], cv[3], cv[4]);
|
|
midpoints[2] = ((transitionMask & 2) == 0) ? float3(0,0,0) :
|
|
Osd_EvalQuarticBezierCurveMidPoint(cv[4], cv[8], cv[11], cv[13], cv[14]);
|
|
|
|
Osd_GetTessLevelsFromPatchBoundaries3(corners, midpoints,
|
|
patchParam, tessOuterLo, tessOuterHi);
|
|
}
|
|
|
|
// 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
|
|
OsdComputeTessLevelsTriangle(inout float4 tessOuterLo, inout float4 tessOuterHi,
|
|
out float4 tessLevelOuter, out float2 tessLevelInner)
|
|
{
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
tessLevelOuter, tessLevelInner);
|
|
|
|
// Inner level is the max of the three outer levels.
|
|
tessLevelInner[0] = max(max(tessLevelOuter[0],
|
|
tessLevelOuter[1]),
|
|
tessLevelOuter[2]);
|
|
}
|
|
|
|
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
|
|
OsdGetTessLevelsUniformTriangle(int3 patchParam,
|
|
out float4 tessLevelOuter, out float2 tessLevelInner,
|
|
out float4 tessOuterLo, out float4 tessOuterHi)
|
|
{
|
|
OsdGetTessLevelsUniformTriangle(patchParam, tessOuterLo, tessOuterHi);
|
|
|
|
OsdComputeTessLevelsTriangle(tessOuterLo, tessOuterHi,
|
|
tessLevelOuter, tessLevelInner);
|
|
}
|
|
|
|
void
|
|
OsdEvalPatchBezierTessLevels(OsdPerPatchVertexBezier cpBezier[16],
|
|
int3 patchParam,
|
|
out float4 tessLevelOuter, out float2 tessLevelInner,
|
|
out float4 tessOuterLo, out float4 tessOuterHi)
|
|
{
|
|
OsdEvalPatchBezierTessLevels(cpBezier, patchParam,
|
|
tessOuterLo, tessOuterHi);
|
|
|
|
OsdComputeTessLevels(tessOuterLo, tessOuterHi,
|
|
tessLevelOuter, tessLevelInner);
|
|
}
|
|
|
|
void
|
|
OsdEvalPatchBezierTriangleTessLevels(float3 cv[15],
|
|
int3 patchParam,
|
|
out float4 tessLevelOuter, out float2 tessLevelInner,
|
|
out float4 tessOuterLo, out float4 tessOuterHi)
|
|
{
|
|
OsdEvalPatchBezierTriangleTessLevels(cv, patchParam,
|
|
tessOuterLo, tessOuterHi);
|
|
|
|
OsdComputeTessLevelsTriangle(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);
|
|
}
|
|
|
|
// Deprecated -- prefer use of newer Bezier patch equivalend:
|
|
void
|
|
OsdGetTessLevelsLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
|
|
int3 patchParam, out float4 tessOuterLo, out float4 tessOuterHi)
|
|
{
|
|
OsdEvalPatchBezierTessLevels(cpBezier, patchParam, tessOuterLo, tessOuterHi);
|
|
}
|
|
|
|
// Deprecated -- prefer use of newer Bezier patch equivalent:
|
|
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);
|
|
}
|
|
|
|
// Deprecated -- prefer use of newer Bezier patch equivalent:
|
|
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 p, float4 tessOuterLo, float4 tessOuterHi)
|
|
{
|
|
float2 UV = p;
|
|
if (p.x == 0 && tessOuterHi[0] > 0) {
|
|
UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[0], tessOuterHi[0]);
|
|
} else
|
|
if (p.y == 0 && tessOuterHi[1] > 0) {
|
|
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[1], tessOuterHi[1]);
|
|
} else
|
|
if (p.x == 1 && tessOuterHi[2] > 0) {
|
|
UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[2], tessOuterHi[2]);
|
|
} else
|
|
if (p.y == 1 && tessOuterHi[3] > 0) {
|
|
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[3], tessOuterHi[3]);
|
|
}
|
|
return UV;
|
|
}
|
|
|
|
float2
|
|
OsdGetTessParameterizationTriangle(float3 p, float4 tessOuterLo, float4 tessOuterHi)
|
|
{
|
|
float2 UV = p.xy;
|
|
if (p.x == 0 && tessOuterHi[0] > 0) {
|
|
UV.y = OsdGetTessTransitionSplit(UV.y, tessOuterLo[0], tessOuterHi[0]);
|
|
} else
|
|
if (p.y == 0 && tessOuterHi[1] > 0) {
|
|
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[1], tessOuterHi[1]);
|
|
} else
|
|
if (p.z == 0 && tessOuterHi[2] > 0) {
|
|
UV.x = OsdGetTessTransitionSplit(UV.x, tessOuterLo[2], tessOuterHi[2]);
|
|
UV.y = 1.0 - UV.x;
|
|
}
|
|
return UV;
|
|
}
|