mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-26 21:40:07 +00:00
78113981e6
These changes update the mtlPtexViewer implementation to match recent changes to the mtlViewer including: - improved shader organization - correct screenspace tessellation - support for common command line arguments and fit to frame
718 lines
26 KiB
Metal
718 lines
26 KiB
Metal
#line 0 "examples/mtlPtexViewer/mtlPtexViewer.metal"
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//
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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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#include <metal_stdlib>
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using namespace metal;
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#if OSD_IS_ADAPTIVE
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static_assert(!OSD_ENABLE_SCREENSPACE_TESSELLATION || !USE_PTVS_FACTORS, "USE_PTVS_FACTORS cannot be enabled if OSD_ENABLE_SCREENSPACE_TESSELLATION is enabled");
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#endif
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struct Config {
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float displacementScale;
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float mipmapBias;
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};
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struct PerFrameConstants {
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float4x4 ModelViewMatrix;
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float4x4 ProjectionMatrix;
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float4x4 ModelViewProjectionMatrix;
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float4x4 ModelViewInverseMatrix;
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float TessLevel;
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};
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// ---------------------------------------------------------------------------
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const constant float4 patchColors[] = {
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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(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 0
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 1
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 2
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 3
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float4(0.5f, 1.0f, 0.5f, 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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float4
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getAdaptivePatchColor(int3 patchParam, float sharpness)
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{
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int patchType = 0;
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int edgeCount = popcount(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 > 1) {
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patchType = 3; // CORNER
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}
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#if 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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#elif OSD_PATCH_GREGORY
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patchType = 4;
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#elif OSD_PATCH_GREGORY_BOUNDARY
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patchType = 5;
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#elif OSD_PATCH_GREGORY_BASIS
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patchType = 6;
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#elif OSD_PATCH_GREGORY_TRIANGLE
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patchType = 6;
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#endif
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int pattern = popcount(OsdGetPatchTransitionMask(patchParam));
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return patchColors[6*patchType + pattern];
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}
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#if DISPLACEMENT_HW_BILINEAR \
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|| DISPLACEMENT_BILINEAR \
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|| DISPLACEMENT_BIQUADRATIC \
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|| NORMAL_HW_SCREENSPACE \
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|| NORMAL_SCREENSPACE \
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|| NORMAL_BIQUADRATIC \
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|| NORMAL_BIQUADRATIC_WG
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#define USE_DISPLACEMENT_RESOURCES 1
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#endif
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#if DISPLACEMENT_HW_BILINEAR \
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|| DISPLACEMENT_BILINEAR \
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|| DISPLACEMENT_BIQUADRATIC
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#define USE_DISPLACEMENT 1
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#undef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK \
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float3 displacement(float3 position, float3 normal, float4 patchCoord, float mipmapBias, float displacementScale
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#if USE_DISPLACEMENT_RESOURCES
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,texture2d_array<float, access::sample> textureDisplace_Data
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,device ushort* textureDisplace_Packing
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#endif
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)
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{
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#if DISPLACEMENT_HW_BILINEAR
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float disp = PtexLookupFast(patchCoord, mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif DISPLACEMENT_BILINEAR
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float disp = PtexMipmapLookup(patchCoord, mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif DISPLACEMENT_BIQUADRATIC
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float disp = PtexMipmapLookupQuadratic(patchCoord, mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#else
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float disp(0);
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#endif
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return position + disp*normal * displacementScale;
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}
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#endif
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float4 GeneratePatchCoord(float2 uv, int3 patchParam) // for non-adaptive
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{
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return OsdInterpolatePatchCoord(uv, patchParam);
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}
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#if NORMAL_HW_SCREENSPACE || NORMAL_SCREENSPACE
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float3
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perturbNormalFromDisplacement(float3 position, float3 normal, float4 patchCoord, float mipmapBias
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,texture2d_array<float, access::sample> textureDisplace_Data
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,device ushort* textureDisplace_Packing
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,float displacementScale)
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{
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// by Morten S. Mikkelsen
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// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
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// slightly modified for ptex guttering
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float3 vSigmaS = dfdx(position);
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float3 vSigmaT = dfdy(position);
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float3 vN = normal;
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float3 vR1 = cross(vSigmaT, vN);
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float3 vR2 = cross(vN, vSigmaS);
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float fDet = dot(vSigmaS, vR1);
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#if 0
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// not work well with ptex
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float dBs = dfdx(disp);
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float dBt = dfdy(disp);
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#else
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float2 texDx = dfdx(patchCoord.xy);
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float2 texDy = dfdy(patchCoord.xy);
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// limit forward differencing to the width of ptex gutter
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const float resolution = 128.0;
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float d = min(1.0f, (0.5/resolution)/max(length(texDx), length(texDy)));
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float4 STll = patchCoord;
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float4 STlr = patchCoord + d * float4(texDx.x, texDx.y, 0, 0);
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float4 STul = patchCoord + d * float4(texDy.x, texDy.y, 0, 0);
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#if NORMAL_HW_SCREENSPACE
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float Hll = PtexLookupFast(STll, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hlr = PtexLookupFast(STlr, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hul = PtexLookupFast(STul, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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#elif NORMAL_SCREENSPACE
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float Hll = PtexMipmapLookup(STll, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hlr = PtexMipmapLookup(STlr, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hul = PtexMipmapLookup(STul, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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#endif
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float dBs = (Hlr - Hll)/d;
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float dBt = (Hul - Hll)/d;
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#endif
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float3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
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return normalize(abs(fDet) * vN - vSurfGrad);
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}
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#endif // NORMAL_SCREENSPACE
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// ---------------------------------------------------------------------------
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// Vertex Shader
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// ---------------------------------------------------------------------------
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struct FragmentInput
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{
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float4 positionOut [[position]];
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float3 position;
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float3 normal;
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float3 tangent;
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float3 bitangent;
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float4 patchCoord;
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#if COLOR_PATCHTYPE
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float4 patchColor;
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#endif
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#if OSD_COMPUTE_NORMAL_DERIVATIVES
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float3 Nu;
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float3 Nv;
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#endif
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};
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#if OSD_IS_ADAPTIVE
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#if USE_STAGE_IN
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#if OSD_PATCH_REGULAR || OSD_PATCH_BOX_SPLINE_TRIANGLE
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struct ControlPoint
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{
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float3 P [[attribute(0)]];
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#if OSD_PATCH_ENABLE_SINGLE_CREASE
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float3 P1 [[attribute(1)]];
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float3 P2 [[attribute(2)]];
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#if !USE_PTVS_SHARPNESS
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float2 vSegments [[attribute(3)]];
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#endif
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#endif
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};
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#elif OSD_PATCH_GREGORY || OSD_PATCH_GREGORY_BOUNDARY
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struct ControlPoint
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{
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float3 P [[attribute(0)]];
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float3 Ep [[attribute(1)]];
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float3 Em [[attribute(2)]];
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float3 Fp [[attribute(3)]];
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float3 Fm [[attribute(4)]];
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};
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#elif OSD_PATCH_GREGORY_BASIS || OSD_PATCH_GREGORY_TRIANGLE
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struct ControlPoint
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{
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float3 position [[attribute(0)]];
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};
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#endif
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struct PatchInput
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{
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patch_control_point<ControlPoint> cv;
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#if !USE_PTVS_FACTORS
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float4 tessOuterLo [[attribute(5)]];
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float4 tessOuterHi [[attribute(6)]];
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#endif
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int3 patchParam [[attribute(10)]];
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};
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#endif
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#if OSD_PATCH_REGULAR || OSD_PATCH_GREGORY_BASIS || OSD_PATCH_GREGORY || OSD_PATCH_GREGORY_BOUNDARY
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typedef MTLQuadTessellationFactorsHalf PatchTessFactors;
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#elif OSD_PATCH_BOX_SPLINE_TRIANGLE || OSD_PATCH_GREGORY_TRIANGLE
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typedef MTLTriangleTessellationFactorsHalf PatchTessFactors;
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#endif
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kernel void compute_main(
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const constant PerFrameConstants& frameConsts [[buffer(FRAME_CONST_BUFFER_INDEX)]],
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unsigned thread_position_in_grid [[thread_position_in_grid]],
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unsigned thread_position_in_threadgroup [[thread_position_in_threadgroup]],
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unsigned threadgroup_position_in_grid [[threadgroup_position_in_grid]],
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OsdPatchParamBufferSet osdBuffers,
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device PatchTessFactors* patchTessellationFactors [[buffer(PATCH_TESSFACTORS_INDEX)]]
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#if OSD_USE_PATCH_INDEX_BUFFER
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,device unsigned* patchIndex [[buffer(OSD_PATCH_INDEX_BUFFER_INDEX)]]
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,device MTLDrawPatchIndirectArguments* drawIndirectCommands [[buffer(OSD_DRAWINDIRECT_BUFFER_INDEX)]]
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#endif
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)
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{
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//----------------------------------------------------------
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// OSD Kernel Setup
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//----------------------------------------------------------
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#define PATCHES_PER_THREADGROUP (THREADS_PER_THREADGROUP / THREADS_PER_PATCH)
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int const primitiveID = thread_position_in_grid / THREADS_PER_PATCH;
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int const primitiveIDInTG = thread_position_in_threadgroup / THREADS_PER_PATCH;
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int const vertexIndex = threadgroup_position_in_grid * PATCHES_PER_THREADGROUP * CONTROL_POINTS_PER_PATCH +
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thread_position_in_threadgroup * CONTROL_POINTS_PER_THREAD;
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int const vertexIndexInTG = thread_position_in_threadgroup * CONTROL_POINTS_PER_THREAD;
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int const invocationID = (thread_position_in_threadgroup * VERTEX_CONTROL_POINTS_PER_THREAD) % (THREADS_PER_PATCH*VERTEX_CONTROL_POINTS_PER_THREAD);
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//Contains the shared patchParam value used by all threads that act upon a single patch
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//the .z (sharpness) field is set to -1 (NAN) if that patch should be culled to signal other threads to return.
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threadgroup int3 patchParam[PATCHES_PER_THREADGROUP];
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threadgroup PatchVertexType patchVertices[PATCHES_PER_THREADGROUP * CONTROL_POINTS_PER_PATCH];
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//----------------------------------------------------------
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// OSD Vertex Transform
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//----------------------------------------------------------
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{
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patchParam[primitiveIDInTG] = OsdGetPatchParam(primitiveID, osdBuffers.patchParamBuffer);
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for (unsigned threadOffset = 0; threadOffset < CONTROL_POINTS_PER_THREAD; ++threadOffset)
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{
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if (vertexIndexInTG + threadOffset < PATCHES_PER_THREADGROUP * CONTROL_POINTS_PER_PATCH)
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{
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const auto vertexId = osdBuffers.indexBuffer[(vertexIndex + threadOffset)];
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const auto v = osdBuffers.vertexBuffer[vertexId];
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threadgroup auto& patchVertex = patchVertices[vertexIndexInTG + threadOffset];
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//----------------------------------------------------------
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// User Vertex Transform
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//----------------------------------------------------------
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OsdComputePerVertex(float4(v.position,1), patchVertex, vertexId, frameConsts.ModelViewProjectionMatrix, osdBuffers);
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}
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}
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}
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#if NEEDS_BARRIER
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threadgroup_barrier(mem_flags::mem_threadgroup);
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#endif
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//----------------------------------------------------------
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// OSD Patch Cull
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//----------------------------------------------------------
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{
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auto patch = patchVertices + primitiveIDInTG * CONTROL_POINTS_PER_PATCH;
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if (!OsdCullPerPatchVertex(patch, frameConsts.ModelViewMatrix))
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{
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#if !OSD_USE_PATCH_INDEX_BUFFER
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#if OSD_PATCH_REGULAR || OSD_PATCH_GREGORY_BASIS || OSD_PATCH_GREGORY || OSD_PATCH_GREGORY_BOUNDARY
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patchTessellationFactors[primitiveID].edgeTessellationFactor[0] = 0.0h;
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patchTessellationFactors[primitiveID].edgeTessellationFactor[1] = 0.0h;
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patchTessellationFactors[primitiveID].edgeTessellationFactor[2] = 0.0h;
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patchTessellationFactors[primitiveID].edgeTessellationFactor[3] = 0.0h;
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patchTessellationFactors[primitiveID].insideTessellationFactor[0] = 0.0h;
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patchTessellationFactors[primitiveID].insideTessellationFactor[1] = 0.0h;
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#elif OSD_PATCH_BOX_SPLINE_TRIANGLE || OSD_PATCH_GREGORY_TRIANGLE
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patchTessellationFactors[primitiveID].edgeTessellationFactor[0] = 0.0h;
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patchTessellationFactors[primitiveID].edgeTessellationFactor[1] = 0.0h;
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patchTessellationFactors[primitiveID].edgeTessellationFactor[2] = 0.0h;
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patchTessellationFactors[primitiveID].insideTessellationFactor = 0.0h;
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#endif
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#endif
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patchParam[primitiveIDInTG].z = -1;
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#if !NEEDS_BARRIER
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return;
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#endif
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}
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}
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#if NEEDS_BARRIER
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threadgroup_barrier(mem_flags::mem_threadgroup);
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#endif
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//----------------------------------------------------------
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// OSD Patch Compute
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//----------------------------------------------------------
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if (patchParam[primitiveIDInTG].z != -1)
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{
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for (unsigned threadOffset = 0; threadOffset < VERTEX_CONTROL_POINTS_PER_THREAD; ++threadOffset)
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{
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if (invocationID + threadOffset < VERTEX_CONTROL_POINTS_PER_PATCH)
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{
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OsdComputePerPatchVertex(
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patchParam[primitiveIDInTG],
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invocationID + threadOffset,
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primitiveID,
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invocationID + threadOffset + primitiveID * VERTEX_CONTROL_POINTS_PER_PATCH,
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patchVertices + primitiveIDInTG * CONTROL_POINTS_PER_PATCH,
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osdBuffers
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);
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}
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}
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}
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#if NEEDS_BARRIER
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threadgroup_barrier(mem_flags::mem_device_and_threadgroup);
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#endif
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//----------------------------------------------------------
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// OSD Tessellation Factors
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//----------------------------------------------------------
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if (invocationID == 0)
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{
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#if OSD_USE_PATCH_INDEX_BUFFER
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const auto patchId = atomic_fetch_add_explicit((device atomic_uint*)&drawIndirectCommands->patchCount, 1, memory_order_relaxed);
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patchIndex[patchId] = primitiveID;
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#else
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const auto patchId = primitiveID;
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#endif
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OsdComputePerPatchFactors(
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patchParam[primitiveIDInTG],
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frameConsts.TessLevel,
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primitiveID,
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frameConsts.ProjectionMatrix,
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frameConsts.ModelViewMatrix,
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osdBuffers,
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patchVertices + primitiveIDInTG * CONTROL_POINTS_PER_PATCH,
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patchTessellationFactors[patchId]
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);
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}
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}
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[[patch(quad, VERTEX_CONTROL_POINTS_PER_PATCH)]]
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vertex FragmentInput vertex_main(
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const constant Config& config [[buffer(CONFIG_BUFFER_INDEX)]],
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const constant PerFrameConstants& frameConsts [[buffer(FRAME_CONST_BUFFER_INDEX)]],
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#if USE_STAGE_IN
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const PatchInput patchInput [[stage_in]],
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#else
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const OsdVertexBufferSet patchInput,
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#endif
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float2 position_in_patch [[position_in_patch]],
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uint patch_id [[patch_id]]
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#if USE_DISPLACEMENT_RESOURCES
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,texture2d_array<float, access::sample> textureDisplace_Data [[texture(DISPLACEMENT_TEXTURE_INDEX)]]
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,device ushort* textureDisplace_Packing [[buffer(DISPLACEMENT_BUFFER_INDEX)]]
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#endif
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)
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{
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FragmentInput out;
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#if USE_STAGE_IN
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int3 patchParam = patchInput.patchParam;
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#else
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int3 patchParam = patchInput.patchParamBuffer[patch_id];
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#endif
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int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
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float tessLevel = min(frameConsts.TessLevel, (float)OSD_MAX_TESS_LEVEL) /
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exp2((float)refinementLevel - 1);
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auto patchVertex = OsdComputePatch(tessLevel, position_in_patch, patch_id, patchInput);
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#if USE_DISPLACEMENT
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float3 position = displacement(patchVertex.position,
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patchVertex.normal,
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patchVertex.patchCoord,
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config.mipmapBias,
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config.displacementScale
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#if USE_DISPLACEMENT_RESOURCES
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,textureDisplace_Data, textureDisplace_Packing
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#endif
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);
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#else
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float3 position = patchVertex.position;
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#endif
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out.positionOut = mul(frameConsts.ModelViewProjectionMatrix, float4(position, 1));
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out.position = mul(frameConsts.ModelViewMatrix, float4(position,1)).xyz;
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out.normal = mul(frameConsts.ModelViewMatrix,float4(patchVertex.normal, 0)).xyz;
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out.tangent = mul(frameConsts.ModelViewMatrix,float4(patchVertex.tangent,0)).xyz;
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out.bitangent = mul(frameConsts.ModelViewMatrix,float4(patchVertex.bitangent,0)).xyz;
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out.patchCoord = patchVertex.patchCoord;
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#if COLOR_PATCHTYPE
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out.patchColor = getAdaptivePatchColor(patchParam, OsdGetPatchSharpness(patchParam));
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#endif
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#if OSD_COMPUTE_NORMAL_DERIVATIVES
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out.Nu = mul(frameConsts.ModelViewMatrix, float4(patchVertex.Nu, 0)).xyz;
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out.Nv = mul(frameConsts.ModelViewMatrix, float4(patchVertex.Nv, 0)).xyz;
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#endif
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return out;
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}
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#endif
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const constant float VIEWPORT_SCALE = 1024.0; // XXXdyu
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// ---------------------------------------------------------------------------
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// Lighting
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// ---------------------------------------------------------------------------
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#define NUM_LIGHTS 1
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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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float4
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lighting(float4 texColor, float3 Peye, float3 Neye, float occ, const constant LightSource (&lightSource)[NUM_LIGHTS])
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{
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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float3 n = Neye;
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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 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)), 64.0f);
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color += (1.0 - occ) * ((lightSource[i].ambient +
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d * lightSource[i].diffuse) * texColor +
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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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float4 Cedge = float4(1.0, 1.0, 0.0, 1.0);
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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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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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#if COLOR_PTEX_NEAREST || \
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COLOR_PTEX_HW_BILINEAR || \
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COLOR_PTEX_BILINEAR || \
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COLOR_PTEX_BIQUADRATIC
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#define USE_IMAGE_RESOURCES 1
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#endif
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#if USE_PTEX_OCCLUSION
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#define USE_OCCLUSION_RESOURCES 1
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#endif
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#if USE_PTEX_SPECULAR
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#define USE_SPECULAR_RESOURCES 1
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#endif
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fragment float4 fragment_main(
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FragmentInput input [[stage_in]]
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#if USE_DISPLACEMENT_RESOURCES
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,texture2d_array<float, access::sample> textureDisplace_Data [[texture(DISPLACEMENT_TEXTURE_INDEX)]]
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,device ushort* textureDisplace_Packing [[buffer(DISPLACEMENT_BUFFER_INDEX)]]
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#endif
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#if USE_IMAGE_RESOURCES
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,texture2d_array<float, access::sample> textureImage_Data [[texture(IMAGE_TEXTURE_INDEX)]]
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,device ushort* textureImage_Packing [[buffer(IMAGE_BUFFER_INDEX)]]
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#endif
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#if USE_OCCLUSION_RESOURCES
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,texture2d_array<float, access::sample> textureOcclusion_Data [[texture(OCCLUSION_TEXTURE_INDEX)]]
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,device ushort* textureOcclusion_Packing [[buffer(OCCLUSION_BUFFER_INDEX)]]
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#endif
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#if USE_SPECULAR_RESOURCES
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,texture2d_array<float, acess::read> textureSpecular_Data [[texture(SPECULAR_TEXTURE_INDEX)]]
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,device ushort* textureSpecular_Packing [[buffer(SPECULAR_BUFFER_INDEX)]]
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#endif
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,const constant LightSource (&lightSource [[buffer(0)]]) [NUM_LIGHTS]
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,const constant Config& config [[buffer(1)]]
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,const constant float4& shade [[buffer(2)]]
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)
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{
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const auto displacementScale = config.displacementScale;
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const auto mipmapBias = config.mipmapBias;
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float4 outColor;
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// ------------ normal ---------------
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#if NORMAL_HW_SCREENSPACE || NORMAL_SCREENSPACE
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float3 normal = perturbNormalFromDisplacement(input.position.xyz,
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input.normal,
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input.patchCoord,
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mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing,
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displacementScale);
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#elif NORMAL_BIQUADRATIC || NORMAL_BIQUADRATIC_WG
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float4 du, dv;
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float4 disp = PtexMipmapLookupQuadratic(du, dv, input.patchCoord,
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mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing);
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disp *= displacementScale;
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du *= displacementScale;
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dv *= displacementScale;
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float3 n = normalize(cross(input.tangent, input.bitangent));
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float3 tangent = input.tangent + n * du.x;
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float3 bitangent = input.bitangent + n * dv.x;
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#if NORMAL_BIQUADRATIC_WG
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tangent += input.Nu * disp.x;
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bitangent += input.Nv * disp.x;
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#endif
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float3 normal = normalize(cross(tangent, bitangent));
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#else
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float3 normal = input.normal;
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#endif
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// ------------ color ---------------
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#if COLOR_PTEX_NEAREST
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float4 texColor = PtexLookupNearest(input.patchCoord,
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textureImage_Data,
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textureImage_Packing);
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#elif COLOR_PTEX_HW_BILINEAR
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float4 texColor = PtexLookupFast(input.patchCoord,
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textureImage_Data,
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textureImage_Packing);
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#elif COLOR_PTEX_BILINEAR
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float4 texColor = PtexMipmapLookup(input.patchCoord, mipmapBias,
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textureImage_Data,
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textureImage_Packing);
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#elif COLOR_PTEX_BIQUADRATIC
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float4 texColor = PtexMipmapLookupQuadratic(input.patchCoord, mipmapBias,
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textureImage_Data,
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textureImage_Packing);
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#elif COLOR_PATCHTYPE
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float4 texColor = lighting(float4(input.patchColor), input.position.xyz, normal, 0, lightSource);
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outColor = max(texColor, shade);
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return outColor;
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#elif COLOR_PATCHCOORD
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float4 texColor = lighting(input.patchCoord, input.position.xyz, normal, 0, lightSource);
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outColor = max(texColor, shade);
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return outColor;
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#elif COLOR_NORMAL
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float4 texColor = float4(normal.x, normal.y, normal.z, 1);
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outColor = max(texColor, shade);
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return outColor;
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#else // COLOR_NONE
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float4 texColor = float4(0.5, 0.5, 0.5, 1);
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#endif
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// ------------ occlusion ---------------
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#if USE_PTEX_OCCLUSION
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float occ = PtexMipmapLookup(input.patchCoord, mipmapBias,
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textureOcclusion_Data,
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textureOcclusion_Packing).x;
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#else
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float occ = 0.0;
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#endif
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// ------------ specular ---------------
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#if USE_PTEX_SPECULAR
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float specular = PtexMipmapLookup(input.patchCoord, mipmapBias,
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textureSpecular_Data,
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textureSpecular_Packing).x;
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#else
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float specular = 1.0;
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#endif
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// ------------ lighting ---------------
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float4 Cf = lighting(texColor, input.position.xyz, normal, occ, lightSource);
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// ------------ wireframe ---------------
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outColor = max(Cf, shade);
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return outColor;
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}
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