OpenSubdiv/opensubdiv/osd/hlslPatchCommon.hlsl
manuelk e6e7c96a52 We need to leverage our per-patch ptex indexing scheme in the EvalLimit API.
- replace ptex indexing with the FarPtexCoord structure as a way to pass per-patch
  ptex data to the shaders.

  We are replacing a vector<int> arranged as :
  int[0] : ptex face index
  int[1] : (u,v) as 16 bits encoding the log2 coordinate of the top left corner

  Instead we are now using a struct arranged as :
  int[0] : ptex face index
  int[1] : is a bit-field containing u,v, rotation, depth and non-quad

  The u,v coordinates have been reduced to 10 bits instead of 16, which still
  gives us a lot of margin.

- Replace OsdVertexBufferDescriptor with something more adequate for general
  primvar representation (this name will probably eventually change...)

- Improve OsdPatchDescriptor
    - add a "loop" boolean (true if the patch is of loop type)
    - add a GetPatchSize() accessor

- OsdPatchArray :
    - remove some redundant elements (still more to do there)

- Fix all shader / examples / regressions & stuff to make this all work.

fixes #143
2013-03-22 18:20:50 -07:00

263 lines
10 KiB
HLSL

//
// Copyright (C) Pixar. All rights reserved.
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// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//----------------------------------------------------------
// Patches.Prologue
//----------------------------------------------------------
#ifndef OSD_NUM_VARYINGS
#define OSD_NUM_VARYINGS 0
#endif
#define M_PI 3.14159265359f
struct InputVertex {
float4 position : POSITION;
float3 normal : NORMAL;
};
struct HullVertex {
float4 position : POSITION;
float4 patchCoord : PATCHCOORD; // u, v, level, faceID
int4 ptexInfo : PTEXINFO; // u offset, v offset, 2^ptexlevel, rotation
int3 clipFlag : CLIPFLAG;
#if OSD_NUM_VARYINGS > 0
float varyings[OSD_NUM_VARYINGS] : VARYING;
#endif
};
struct OutputVertex {
float4 positionOut : SV_Position;
float4 position : POSITION1;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float4 patchCoord : PATCHCOORD; // u, v, level, faceID
noperspective float4 edgeDistance : EDGEDISTANCE;
#if OSD_NUM_VARYINGS > 0
float varyings[OSD_NUM_VARYINGS] : VARYING;
#endif
};
struct GregHullVertex {
float3 position : POSITION0;
float3 hullPosition : HULLPOSITION;
int3 clipFlag : CLIPFLAG;
int valence : BLENDINDICE0;
float3 e0 : POSITION1;
float3 e1 : POSITION2;
uint zerothNeighbor : BLENDINDICE1;
float3 org : POSITION3;
#if OSD_MAX_VALENCE > 0
float3 r[OSD_MAX_VALENCE] : POSITION4;
#endif
};
struct GregDomainVertex {
float3 position : POSITION0;
float3 Ep : POSITION1;
float3 Em : POSITION2;
float3 Fp : POSITION3;
float3 Fm : POSITION4;
float4 patchCoord: TEXTURE0;
float4 ptexInfo: TEXTURE1;
#if OSD_NUM_VARYINGS > 0
float varyings[OSD_NUM_VARYINGS];
#endif
};
struct HS_CONSTANT_FUNC_OUT {
float tessLevelInner[2] : SV_InsideTessFactor;
float tessLevelOuter[4] : SV_TessFactor;
};
cbuffer Transform : register( b0 ) {
float4x4 ModelViewMatrix;
float4x4 ProjectionMatrix;
float4x4 ModelViewProjectionMatrix;
};
cbuffer Tessellation : register( b1 ) {
float TessLevel;
int GregoryQuadOffsetBase;
int LevelBase;
};
float GetTessLevel(int patchLevel) {
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
return TessLevel;
#else
return TessLevel / pow(2, patchLevel-1);
#endif
}
float GetPostProjectionSphereExtent(float3 center, float diameter)
{
float4 p = mul(ProjectionMatrix, float4(center, 1.0));
return abs(diameter * ProjectionMatrix[1][1] / p.w);
}
float TessAdaptive(float3 p0, float3 p1, int patchLevel)
{
// Adaptive factor can be any computation that depends only on arg values.
// Project the diameter of the edge's bounding sphere instead of using the
// length of the projected edge itself to avoid problems near silhouettes.
float3 center = (p0 + p1) / 2.0;
float diameter = distance(p0, p1);
return max(1.0, TessLevel * GetPostProjectionSphereExtent(center, diameter));
}
#ifndef OSD_DISPLACEMENT_CALLBACK
#define OSD_DISPLACEMENT_CALLBACK
#endif
#ifdef USE_PTEX_COORD
#define OSD_DECLARE_PTEX_INDICES_BUFFER Buffer<int2> g_ptexIndicesBuffer : register( t4 );
#define OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER \
{ \
int2 ptexIndex = g_ptexIndicesBuffer[ID + LevelBase].xy; \
int faceID = ptexIndex.x; \
int lv = 1 << (ptexIndex.y & 0xf); \
int u = (ptexIndex.y >> 17) & 0x3ff; \
int v = (ptexIndex.y >> 7) & 0x3ff; \
int rotation = (ptexIndex.y >> 5) & 0x3; \
output.patchCoord.w = faceID+0.5; \
output.ptexInfo = int4(u, v, lv, rotation); \
}
#define OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER \
{ \
float2 uv = output.patchCoord.xy; \
int2 p = patch[0].ptexInfo.xy; \
int lv = patch[0].ptexInfo.z; \
int rot = patch[0].ptexInfo.w; \
uv.xy = float(rot==0)*uv.xy \
+ float(rot==1)*float2(1.0-uv.y, uv.x) \
+ float(rot==2)*float2(1.0-uv.x, 1.0-uv.y) \
+ float(rot==3)*float2(uv.y, 1.0-uv.x); \
output.patchCoord.xy = (uv * float2(1.0,1.0)/lv) + float2(p.x, p.y)/lv; \
}
#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE) \
{ \
int rot = (patch[0].ptexInfo.w + 4 - ROTATE)%4; \
if (rot == 1) { \
output.tangent = -normalize(Tangent); \
} else if (rot == 2) { \
output.tangent = -normalize(BiTangent); \
} else if (rot == 3) { \
output.tangent = normalize(Tangent); \
} else { \
output.tangent = normalize(BiTangent); \
} \
}
#else
#define OSD_DECLARE_PTEX_INDICES_BUFFER
#define OSD_COMPUTE_PTEX_COORD_HULL_SHADER
#define OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER
#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE)
#endif // USE_PTEX_COORD
#ifdef OSD_ENABLE_PATCH_CULL
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
float4 clipPos = mul(ModelViewProjectionMatrix, P); \
int3 clip0 = int3(clipPos.x < clipPos.w, \
clipPos.y < clipPos.w, \
clipPos.z < clipPos.w); \
int3 clip1 = int3(clipPos.x > -clipPos.w, \
clipPos.y > -clipPos.w, \
clipPos.z > -clipPos.w); \
output.clipFlag = int3(clip0) + 2*int3(clip1); \
#define OSD_PATCH_CULL(N) \
int3 clipFlag = int3(0,0,0); \
for(int i = 0; i < N; ++i) { \
clipFlag |= patch[i].clipFlag; \
} \
if (any(clipFlag != int3(3,3,3))) { \
output.tessLevelInner[0] = 0; \
output.tessLevelInner[1] = 0; \
output.tessLevelOuter[0] = 0; \
output.tessLevelOuter[1] = 0; \
output.tessLevelOuter[2] = 0; \
output.tessLevelOuter[3] = 0; \
return output; \
}
#define OSD_PATCH_CULL_TRIANGLE(N) \
int3 clipFlag = int3(0,0,0); \
for(int i = 0; i < N; ++i) { \
clipFlag |= patch[i].clipFlag; \
} \
if (any(clipFlag != int3(3,3,3))) { \
output.tessLevelInner = 0; \
output.tessLevelOuter[0] = 0; \
output.tessLevelOuter[1] = 0; \
output.tessLevelOuter[2] = 0; \
return output; \
}
#else
#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
#define OSD_PATCH_CULL(N)
#define OSD_PATCH_CULL_TRIANGLE(N)
#endif