mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 05:50:05 +00:00
e6e7c96a52
- 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
263 lines
10 KiB
HLSL
263 lines
10 KiB
HLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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//----------------------------------------------------------
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// Patches.Prologue
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//----------------------------------------------------------
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#ifndef OSD_NUM_VARYINGS
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#define OSD_NUM_VARYINGS 0
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#endif
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#define M_PI 3.14159265359f
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struct InputVertex {
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float4 position : POSITION;
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float3 normal : NORMAL;
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};
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struct HullVertex {
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float4 position : POSITION;
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float4 patchCoord : PATCHCOORD; // u, v, level, faceID
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int4 ptexInfo : PTEXINFO; // u offset, v offset, 2^ptexlevel, rotation
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int3 clipFlag : CLIPFLAG;
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#if OSD_NUM_VARYINGS > 0
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float varyings[OSD_NUM_VARYINGS] : VARYING;
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#endif
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};
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struct OutputVertex {
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float4 positionOut : SV_Position;
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float4 position : POSITION1;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float4 patchCoord : PATCHCOORD; // u, v, level, faceID
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noperspective float4 edgeDistance : EDGEDISTANCE;
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#if OSD_NUM_VARYINGS > 0
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float varyings[OSD_NUM_VARYINGS] : VARYING;
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#endif
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};
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struct GregHullVertex {
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float3 position : POSITION0;
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float3 hullPosition : HULLPOSITION;
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int3 clipFlag : CLIPFLAG;
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int valence : BLENDINDICE0;
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float3 e0 : POSITION1;
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float3 e1 : POSITION2;
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uint zerothNeighbor : BLENDINDICE1;
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float3 org : POSITION3;
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#if OSD_MAX_VALENCE > 0
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float3 r[OSD_MAX_VALENCE] : POSITION4;
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#endif
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};
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struct GregDomainVertex {
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float3 position : POSITION0;
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float3 Ep : POSITION1;
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float3 Em : POSITION2;
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float3 Fp : POSITION3;
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float3 Fm : POSITION4;
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float4 patchCoord: TEXTURE0;
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float4 ptexInfo: TEXTURE1;
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#if OSD_NUM_VARYINGS > 0
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float varyings[OSD_NUM_VARYINGS];
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#endif
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};
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struct HS_CONSTANT_FUNC_OUT {
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float tessLevelInner[2] : SV_InsideTessFactor;
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float tessLevelOuter[4] : SV_TessFactor;
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};
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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 LevelBase;
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};
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float GetTessLevel(int patchLevel) {
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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return TessLevel;
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#else
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return TessLevel / pow(2, patchLevel-1);
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#endif
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}
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float GetPostProjectionSphereExtent(float3 center, float diameter)
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{
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float4 p = mul(ProjectionMatrix, float4(center, 1.0));
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return abs(diameter * ProjectionMatrix[1][1] / p.w);
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}
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float TessAdaptive(float3 p0, float3 p1, int patchLevel)
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{
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// Adaptive factor can be any computation that depends only on arg values.
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// Project the diameter of the edge's bounding sphere instead of using the
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// length of the projected edge itself to avoid problems near silhouettes.
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float3 center = (p0 + p1) / 2.0;
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float diameter = distance(p0, p1);
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return max(1.0, TessLevel * GetPostProjectionSphereExtent(center, diameter));
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}
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#ifndef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK
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#endif
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#ifdef USE_PTEX_COORD
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#define OSD_DECLARE_PTEX_INDICES_BUFFER Buffer<int2> g_ptexIndicesBuffer : register( t4 );
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#define OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER \
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{ \
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int2 ptexIndex = g_ptexIndicesBuffer[ID + LevelBase].xy; \
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int faceID = ptexIndex.x; \
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int lv = 1 << (ptexIndex.y & 0xf); \
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int u = (ptexIndex.y >> 17) & 0x3ff; \
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int v = (ptexIndex.y >> 7) & 0x3ff; \
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int rotation = (ptexIndex.y >> 5) & 0x3; \
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output.patchCoord.w = faceID+0.5; \
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output.ptexInfo = int4(u, v, lv, rotation); \
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}
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#define OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER \
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{ \
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float2 uv = output.patchCoord.xy; \
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int2 p = patch[0].ptexInfo.xy; \
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int lv = patch[0].ptexInfo.z; \
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int rot = patch[0].ptexInfo.w; \
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uv.xy = float(rot==0)*uv.xy \
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+ float(rot==1)*float2(1.0-uv.y, uv.x) \
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+ float(rot==2)*float2(1.0-uv.x, 1.0-uv.y) \
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+ float(rot==3)*float2(uv.y, 1.0-uv.x); \
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output.patchCoord.xy = (uv * float2(1.0,1.0)/lv) + float2(p.x, p.y)/lv; \
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}
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#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE) \
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{ \
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int rot = (patch[0].ptexInfo.w + 4 - ROTATE)%4; \
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if (rot == 1) { \
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output.tangent = -normalize(Tangent); \
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} else if (rot == 2) { \
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output.tangent = -normalize(BiTangent); \
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} else if (rot == 3) { \
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output.tangent = normalize(Tangent); \
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} else { \
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output.tangent = normalize(BiTangent); \
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} \
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}
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#else
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#define OSD_DECLARE_PTEX_INDICES_BUFFER
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#define OSD_COMPUTE_PTEX_COORD_HULL_SHADER
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#define OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER
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#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE)
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#endif // USE_PTEX_COORD
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#ifdef OSD_ENABLE_PATCH_CULL
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
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float4 clipPos = mul(ModelViewProjectionMatrix, P); \
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int3 clip0 = int3(clipPos.x < clipPos.w, \
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clipPos.y < clipPos.w, \
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clipPos.z < clipPos.w); \
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int3 clip1 = int3(clipPos.x > -clipPos.w, \
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clipPos.y > -clipPos.w, \
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clipPos.z > -clipPos.w); \
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output.clipFlag = int3(clip0) + 2*int3(clip1); \
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#define OSD_PATCH_CULL(N) \
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int3 clipFlag = int3(0,0,0); \
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for(int i = 0; i < N; ++i) { \
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clipFlag |= patch[i].clipFlag; \
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} \
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if (any(clipFlag != int3(3,3,3))) { \
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output.tessLevelInner[0] = 0; \
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output.tessLevelInner[1] = 0; \
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output.tessLevelOuter[0] = 0; \
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output.tessLevelOuter[1] = 0; \
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output.tessLevelOuter[2] = 0; \
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output.tessLevelOuter[3] = 0; \
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return output; \
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}
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#define OSD_PATCH_CULL_TRIANGLE(N) \
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int3 clipFlag = int3(0,0,0); \
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for(int i = 0; i < N; ++i) { \
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clipFlag |= patch[i].clipFlag; \
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} \
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if (any(clipFlag != int3(3,3,3))) { \
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output.tessLevelInner = 0; \
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output.tessLevelOuter[0] = 0; \
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output.tessLevelOuter[1] = 0; \
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output.tessLevelOuter[2] = 0; \
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return output; \
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}
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#else
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
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#define OSD_PATCH_CULL(N)
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#define OSD_PATCH_CULL_TRIANGLE(N)
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#endif
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