mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
8d9ae550ff
hlslPatchGregoryBasis.hlsl is an equivalent to glslPatchGregoryBasis. Update dxViewer to be able to switch among bspline, gregorybasis, legacy end capping. also fixes a bug of GLSL legacy gregory shader which had an inconsistent resource naming with example codes. It looks like there's still an issue of D3D11 patchParam data fetching. we'll come back to that bug.
461 lines
15 KiB
HLSL
461 lines
15 KiB
HLSL
//
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// Copyright 2013 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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struct OutputPointVertex {
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float4 positionOut : SV_Position;
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};
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cbuffer Transform : register( b0 ) {
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float4x4 ModelViewMatrix;
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float4x4 ProjectionMatrix;
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float4x4 ModelViewProjectionMatrix;
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};
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cbuffer Tessellation : register( b1 ) {
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float TessLevel;
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int GregoryQuadOffsetBase;
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int PrimitiveIdBase;
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};
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float4x4 OsdModelViewMatrix()
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{
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return ModelViewMatrix;
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}
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float4x4 OsdProjectionMatrix()
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{
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return ProjectionMatrix;
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}
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float4x4 OsdModelViewProjectionMatrix()
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{
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return ModelViewProjectionMatrix;
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}
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float OsdTessLevel()
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{
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return TessLevel;
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}
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int OsdGregoryQuadOffsetBase()
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{
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return GregoryQuadOffsetBase;
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}
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int OsdPrimitiveIdBase()
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{
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return PrimitiveIdBase;
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}
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// ---------------------------------------------------------------------------
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// Vertex Shader
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// ---------------------------------------------------------------------------
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void vs_main( in InputVertex input,
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out OutputVertex output )
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{
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output.positionOut = mul(ModelViewProjectionMatrix, input.position);
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output.position = mul(ModelViewMatrix, input.position);
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output.normal = mul(ModelViewMatrix,float4(input.normal, 0)).xyz;
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}
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// ---------------------------------------------------------------------------
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// Geometry Shader
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// ---------------------------------------------------------------------------
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struct GS_OUT
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{
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OutputVertex v;
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uint primitiveID : SV_PrimitiveID;
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};
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GS_OUT
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outputVertex(OutputVertex input, float3 normal, uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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#define EDGE_VERTS 3
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#endif
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#ifdef PRIM_QUAD
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#define EDGE_VERTS 4
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#endif
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static float VIEWPORT_SCALE = 1024.0; // XXXdyu
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float edgeDistance(float2 p, float2 p0, float2 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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GS_OUT
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outputWireVertex(OutputVertex input, float3 normal,
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int index, float2 edgeVerts[EDGE_VERTS], uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.v.edgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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gsout.v.edgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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gsout.v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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gsout.v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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gsout.v.edgeDistance[3] =
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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#endif
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[maxvertexcount(6)]
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void gs_quad( lineadj OutputVertex input[4],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[3].position - input[1].position).xyz;
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float3 C = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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triStream.Append(outputVertex(input[0], n0, primitiveID));
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triStream.Append(outputVertex(input[1], n0, primitiveID));
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triStream.Append(outputVertex(input[3], n0, primitiveID));
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triStream.RestartStrip();
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triStream.Append(outputVertex(input[3], n0, primitiveID));
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triStream.Append(outputVertex(input[1], n0, primitiveID));
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triStream.Append(outputVertex(input[2], n0, primitiveID));
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triStream.RestartStrip();
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_QUAD
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[maxvertexcount(6)]
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void gs_quad_wire( lineadj OutputVertex input[4],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[3].position - input[1].position).xyz;
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float3 C = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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float2 edgeVerts[4];
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edgeVerts[0] = input[0].positionOut.xy / input[0].positionOut.w;
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edgeVerts[1] = input[1].positionOut.xy / input[1].positionOut.w;
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edgeVerts[2] = input[2].positionOut.xy / input[2].positionOut.w;
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edgeVerts[3] = input[3].positionOut.xy / input[3].positionOut.w;
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triStream.Append(outputWireVertex(input[0], n0, 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts, primitiveID));
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triStream.RestartStrip();
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triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts, primitiveID));
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triStream.RestartStrip();
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}
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#endif
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#endif
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[maxvertexcount(3)]
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void gs_triangle( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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triStream.Append(outputVertex(input[0], n0, primitiveID));
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triStream.Append(outputVertex(input[1], n0, primitiveID));
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triStream.Append(outputVertex(input[2], n0, primitiveID));
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}
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[maxvertexcount(3)]
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void gs_triangle_smooth( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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triStream.Append(outputVertex(input[0], input[0].normal, primitiveID));
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triStream.Append(outputVertex(input[1], input[1].normal, primitiveID));
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triStream.Append(outputVertex(input[2], input[2].normal, primitiveID));
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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[maxvertexcount(3)]
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void gs_triangle_wire( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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float2 edgeVerts[3];
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edgeVerts[0] = input[0].positionOut.xy / input[0].positionOut.w;
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edgeVerts[1] = input[1].positionOut.xy / input[1].positionOut.w;
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edgeVerts[2] = input[2].positionOut.xy / input[2].positionOut.w;
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triStream.Append(outputWireVertex(input[0], n0, 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts, primitiveID));
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}
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[maxvertexcount(3)]
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void gs_triangle_smooth_wire( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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float2 edgeVerts[3];
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edgeVerts[0] = input[0].positionOut.xy / input[0].positionOut.w;
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edgeVerts[1] = input[1].positionOut.xy / input[1].positionOut.w;
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edgeVerts[2] = input[2].positionOut.xy / input[2].positionOut.w;
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triStream.Append(outputWireVertex(input[0], input[0].normal, 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], input[1].normal, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], input[2].normal, 2, edgeVerts, primitiveID));
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}
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#endif
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#endif
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[maxvertexcount(1)]
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void gs_point( point OutputVertex input[1],
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inout PointStream<OutputPointVertex> pointStream )
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{
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OutputPointVertex v0;
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v0.positionOut = input[0].positionOut;
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pointStream.Append(v0);
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}
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// ---------------------------------------------------------------------------
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// Lighting
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// ---------------------------------------------------------------------------
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#define NUM_LIGHTS 2
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struct LightSource {
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float4 position;
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float4 ambient;
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float4 diffuse;
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float4 specular;
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};
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cbuffer Lighting : register( b2 ) {
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LightSource lightSource[NUM_LIGHTS];
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};
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cbuffer Material : register( b3 ){
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float4 materialColor;
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}
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float4
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lighting(float4 diffuse, float3 Peye, float3 Neye)
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{
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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//float4 material = float4(0.4, 0.4, 0.8, 1);
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//float4 material = float4(0.13, 0.13, 0.61, 1); // sRGB (gamma 2.2)
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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float4 Plight = lightSource[i].position;
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float3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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float3 n = normalize(Neye);
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float3 h = normalize(l + float3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient
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+ d * lightSource[i].diffuse * diffuse
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+ s * lightSource[i].specular;
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}
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color.a = 1.0;
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return color;
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}
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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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float4
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edgeColor(float4 Cfill, float4 edgeDistance)
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{
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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float d =
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min(edgeDistance[0], min(edgeDistance[1], edgeDistance[2]));
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#endif
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#ifdef PRIM_QUAD
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float d =
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min(min(edgeDistance[0], edgeDistance[1]),
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min(edgeDistance[2], edgeDistance[3]));
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#endif
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float v = 0.5;
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float4 Cedge = float4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
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float p = exp2(-2 * d * d);
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#if defined(GEOMETRY_OUT_WIRE)
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if (p < 0.25) discard;
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#endif
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Cfill.rgb = lerp(Cfill.rgb, Cedge.rgb, p);
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#endif
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return Cfill;
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}
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float4
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getAdaptivePatchColor(int3 patchParam, float sharpness)
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{
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const float4 patchColors[7*6] = {
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float4(1.0f, 1.0f, 1.0f, 1.0f), // regular
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float4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
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float4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
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float4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
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float4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
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float4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
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float4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
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float4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
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float4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
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float4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
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float4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
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float4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
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float4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
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float4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
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float4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
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float4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
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float4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
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float4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
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float4(0.0f, 1.0f, 0.0f, 1.0f), // corner
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 0
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 1
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 2
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 3
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 4
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
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};
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int patchType = 0;
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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if (sharpness > 0) {
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patchType = 1;
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}
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#endif
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int pattern = countbits(OsdGetPatchTransitionMask(patchParam));
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int edgeCount = countbits(OsdGetPatchBoundaryMask(patchParam));
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if (edgeCount == 1) {
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patchType = 2; // BOUNDARY
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}
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if (edgeCount == 2) {
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patchType = 3; // CORNER
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}
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// XXX: it looks like edgeCount != 0 for gregory_boundary.
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// there might be a bug somewhere.
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#if defined OSD_PATCH_GREGORY
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patchType = 4;
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#elif defined OSD_PATCH_GREGORY_BOUNDARY
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patchType = 5;
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#elif defined OSD_PATCH_GREGORY_BASIS
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patchType = 6;
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#endif
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return patchColors[6*patchType + pattern];
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}
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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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void
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ps_main( in OutputVertex input,
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uint primitiveID : SV_PrimitiveID,
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bool isFrontFacing : SV_IsFrontFace,
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out float4 colorOut : SV_Target )
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{
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float sharpness = 0;
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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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sharpness = input.sharpness;
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#endif
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float4 color = getAdaptivePatchColor(
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OsdGetPatchParam(OsdGetPatchIndex(primitiveID)), sharpness);
|
|
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|
float3 N = (isFrontFacing ? input.normal : -input.normal);
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|
colorOut = edgeColor(lighting(color, input.position.xyz, N), input.edgeDistance);
|
|
}
|
|
|
|
void
|
|
ps_main_point( in OutputPointVertex input,
|
|
out float4 colorOut : SV_Target )
|
|
{
|
|
colorOut = float4(1, 1, 1, 1);
|
|
}
|