mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-23 08:20:06 +00:00
319 lines
8.8 KiB
HLSL
319 lines
8.8 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 "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the 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,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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//
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#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
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#define HS_DOMAIN "tri"
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#else
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#define HS_DOMAIN "quad"
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#endif
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//----------------------------------------------------------
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// Patches.Vertex
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//----------------------------------------------------------
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void vs_main_patches( in InputVertex input,
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out HullVertex output )
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{
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output.position = mul(ModelViewMatrix, input.position);
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
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}
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//----------------------------------------------------------
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// Patches.HullBSpline
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//----------------------------------------------------------
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// Regular
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static float4x4 Q = {
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1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
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0.f, 4.f/6.f, 2.f/6.f, 0.f,
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0.f, 2.f/6.f, 4.f/6.f, 0.f,
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0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
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};
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// Boundary / Corner
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static float4x3 B = {
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1.f, 0.f, 0.f,
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4.f/6.f, 2.f/6.f, 0.f,
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2.f/6.f, 4.f/6.f, 0.f,
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1.f/6.f, 4.f/6.f, 1.f/6.f
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};
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#ifdef OSD_PATCH_TRANSITION
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HS_CONSTANT_TRANSITION_FUNC_OUT
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#else
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HS_CONSTANT_FUNC_OUT
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#endif
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HSConstFunc(
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InputPatch<HullVertex, OSD_PATCH_INPUT_SIZE> patch,
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uint primitiveID : SV_PrimitiveID)
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{
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#ifdef OSD_PATCH_TRANSITION
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HS_CONSTANT_TRANSITION_FUNC_OUT output;
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#else
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HS_CONSTANT_FUNC_OUT output;
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#endif
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int patchLevel = GetPatchLevel(primitiveID);
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#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
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OSD_PATCH_CULL_TRIANGLE(OSD_PATCH_INPUT_SIZE);
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#else
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OSD_PATCH_CULL(OSD_PATCH_INPUT_SIZE);
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#endif
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#ifdef OSD_PATCH_TRANSITION
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float3 cp[OSD_PATCH_INPUT_SIZE];
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for(int k = 0; k < OSD_PATCH_INPUT_SIZE; ++k) cp[k] = patch[k].position.xyz;
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SetTransitionTessLevels(output, cp, patchLevel);
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#else
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#if defined OSD_PATCH_BOUNDARY
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const int p[4] = { 1, 2, 5, 6 };
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#elif defined OSD_PATCH_CORNER
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const int p[4] = { 1, 2, 4, 5 };
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#else
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const int p[4] = { 5, 6, 9, 10 };
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#endif
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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output.tessLevelOuter[0] = TessAdaptive(patch[p[0]].position.xyz, patch[p[2]].position.xyz);
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output.tessLevelOuter[1] = TessAdaptive(patch[p[0]].position.xyz, patch[p[1]].position.xyz);
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output.tessLevelOuter[2] = TessAdaptive(patch[p[1]].position.xyz, patch[p[3]].position.xyz);
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output.tessLevelOuter[3] = TessAdaptive(patch[p[2]].position.xyz, patch[p[3]].position.xyz);
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output.tessLevelInner[0] = max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
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output.tessLevelInner[1] = max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
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#else
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output.tessLevelInner[0] = GetTessLevel(patchLevel);
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output.tessLevelInner[1] = GetTessLevel(patchLevel);
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output.tessLevelOuter[0] = GetTessLevel(patchLevel);
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output.tessLevelOuter[1] = GetTessLevel(patchLevel);
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output.tessLevelOuter[2] = GetTessLevel(patchLevel);
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output.tessLevelOuter[3] = GetTessLevel(patchLevel);
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#endif
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#endif
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return output;
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}
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[domain(HS_DOMAIN)]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(16)]
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[patchconstantfunc("HSConstFunc")]
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HullVertex hs_main_patches(
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in InputPatch<HullVertex, OSD_PATCH_INPUT_SIZE> patch,
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uint primitiveID : SV_PrimitiveID,
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in uint ID : SV_OutputControlPointID )
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{
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int i = ID%4;
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int j = ID/4;
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#if defined OSD_PATCH_BOUNDARY
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float3 H[3];
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for (int l=0; l<3; ++l) {
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H[l] = float3(0,0,0);
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for (int k=0; k<4; ++k) {
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H[l] += Q[i][k] * patch[l*4 + k].position.xyz;
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}
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}
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float3 pos = float3(0,0,0);
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for (int k=0; k<3; ++k) {
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pos += B[j][k]*H[k];
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}
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#elif defined OSD_PATCH_CORNER
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float3 H[3];
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for (int l=0; l<3; ++l) {
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H[l] = float3(0,0,0);
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for (int k=0; k<3; ++k) {
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H[l] += B[3-i][2-k] * patch[l*3 + k].position.xyz;
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}
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}
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float3 pos = float3(0,0,0);
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for (int k=0; k<3; ++k) {
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pos += B[j][k]*H[k];
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}
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#else // not OSD_PATCH_BOUNDARY, not OSD_PATCH_CORNER
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float3 H[4];
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for (int l=0; l<4; ++l) {
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H[l] = float3(0,0,0);
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for(int k=0; k<4; ++k) {
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H[l] += Q[i][k] * patch[l*4 + k].position.xyz;
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}
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}
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float3 pos = float3(0,0,0);
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for (int k=0; k<4; ++k){
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pos += Q[j][k]*H[k];
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}
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#endif
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HullVertex output;
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output.position = float4(pos, 1.0);
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int patchLevel = GetPatchLevel(primitiveID);
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// +0.5 to avoid interpolation error of integer value
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output.patchCoord = float4(0, 0,
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patchLevel+0.5,
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primitiveID+PrimitiveIdBase+0.5);
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OSD_COMPUTE_PTEX_COORD_HULL_SHADER;
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return output;
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}
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//----------------------------------------------------------
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// Patches.DomainBSpline
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//----------------------------------------------------------
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// B-spline basis evaluation via deBoor pyramid...
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void
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EvalCubicBSpline(in float u, out float B[4], out float BU[4])
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{
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float t = u;
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float s = 1.0 - u;
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float C0 = s * (0.5 * s);
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float C1 = t * (s + 0.5 * t) + s * (0.5 * s + t);
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float C2 = t * ( 0.5 * t);
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B[0] = 1.f/3.f * s * C0;
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B[1] = (2.f/3.f * s + t) * C0 + (2.f/3.f * s + 1.f/3.f * t) * C1;
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B[2] = (1.f/3.f * s + 2.f/3.f * t) * C1 + ( s + 2.f/3.f * t) * C2;
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B[3] = 1.f/3.f * t * C2;
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BU[0] = - C0;
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BU[1] = C0 - C1;
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BU[2] = C1 - C2;
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BU[3] = C2;
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}
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void
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Univar4x4(in float u, out float B[4], out float D[4])
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{
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float t = u;
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float s = 1.0 - u;
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float A0 = s * s;
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float A1 = 2 * s * t;
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float A2 = t * t;
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B[0] = s * A0;
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B[1] = t * A0 + s * A1;
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B[2] = t * A1 + s * A2;
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B[3] = t * A2;
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D[0] = - A0;
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D[1] = A0 - A1;
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D[2] = A1 - A2;
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D[3] = A2;
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}
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[domain(HS_DOMAIN)]
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void ds_main_patches(
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#ifdef OSD_PATCH_TRANSITION
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in HS_CONSTANT_TRANSITION_FUNC_OUT input,
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#else
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in HS_CONSTANT_FUNC_OUT input,
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#endif
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in OutputPatch<HullVertex, 16> patch,
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#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
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in float3 domainCoord : SV_DomainLocation,
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#else
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in float2 domainCoord : SV_DomainLocation,
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#endif
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out OutputVertex output )
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{
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#ifdef OSD_PATCH_TRANSITION
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float2 UV = GetTransitionSubpatchUV(domainCoord);
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#else
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float2 UV = domainCoord;
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#endif
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float B[4], D[4];
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Univar4x4(UV.x, B, D);
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float3 BUCP[4], DUCP[4];
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for (int i=0; i<4; ++i) {
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BUCP[i] = float3(0,0,0);
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DUCP[i] = float3(0,0,0);
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for (int j=0; j<4; ++j) {
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#if OSD_TRANSITION_ROTATE == 1
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float3 A = patch[4*(3-j) + i].position.xyz;
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#elif OSD_TRANSITION_ROTATE == 2
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float3 A = patch[4*(3-i) + (3-j)].position.xyz;
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#elif OSD_TRANSITION_ROTATE == 3
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float3 A = patch[4*j + (3-i)].position.xyz;
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#else // OSD_TRANSITION_ROTATE == 0, or non-transition patch
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float3 A = patch[4*i + j].position.xyz;
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#endif
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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}
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}
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float3 WorldPos = float3(0,0,0);
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float3 Tangent = float3(0,0,0);
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float3 BiTangent = float3(0,0,0);
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Univar4x4(UV.y, B, D);
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for (int k=0; k<4; ++k) {
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WorldPos += B[k] * BUCP[k];
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Tangent += B[k] * DUCP[k];
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BiTangent += D[k] * BUCP[k];
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}
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float3 normal = normalize(cross(Tangent, BiTangent));
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output.position = float4(WorldPos, 1.0f);
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output.normal = normal;
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output.tangent = normalize(Tangent);
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output.patchCoord = patch[0].patchCoord;
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#if OSD_TRANSITION_ROTATE == 1
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output.patchCoord.xy = float2(UV.y, 1.0-UV.x);
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#elif OSD_TRANSITION_ROTATE == 2
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output.patchCoord.xy = float2(1.0-UV.x, 1.0-UV.y);
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#elif OSD_TRANSITION_ROTATE == 3
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output.patchCoord.xy = float2(1.0-UV.y, UV.x);
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#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
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output.patchCoord.xy = float2(UV.x, UV.y);
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#endif
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OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
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OSD_DISPLACEMENT_CALLBACK;
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output.positionOut = mul(ProjectionMatrix, float4(WorldPos, 1.0f));
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}
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