OpenSubdiv/opensubdiv/osd/hlslPatchTransition.hlsl
2013-05-14 10:48:48 -07:00

908 lines
29 KiB
HLSL

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (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.
//
#if defined(CASE00) || defined(CASE01) || defined(CASE02) || defined(CASE10) || defined(CASE11) || defined(CASE12) || defined(CASE13) || defined(CASE21) || defined(CASE22) || defined(CASE23)
#define TRIANGLE
#define HS_DOMAIN "tri"
#else
#undef TRIANGLE
#define HS_DOMAIN "quad"
#endif
#if defined BOUNDARY
#define PATCH_INPUT_SIZE 12
#elif defined CORNER
#define PATCH_INPUT_SIZE 9
#else
#define PATCH_INPUT_SIZE 16
#endif
struct HS_CONSTANT_TRANSITION_FUNC_OUT {
#ifdef TRIANGLE
float tessLevelInner : SV_InsideTessFactor;
float tessLevelOuter[3] : SV_TessFactor;
#else
float tessLevelInner[2] : SV_InsideTessFactor;
float tessLevelOuter[4] : SV_TessFactor;
#endif
};
//----------------------------------------------------------
// Patches.Coefficients
//----------------------------------------------------------
static float4x4 Q = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.f,
0.f, 2.f/3.f, 1.f/3.f, 0.f,
0.f, 1.f/3.f, 2.f/3.f, 0.f,
0.f, 1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Boundary
static float4x3 B = {
1.0f, 0.0f, 0.0f,
2.f/3.f, 1.f/3.f, 0.0f,
1.f/3.f, 2.f/3.f, 0.0f,
1.f/6.f, 2.f/3.f, 1.f/6.f
};
// Corner
static float4x4 R = {
1.f/6.f, 2.f/3.f, 1.f/6.f, 0.0f,
0.0f, 2.f/3.f, 1.f/3.f, 0.0f,
0.0f, 1.f/3.f, 2.f/3.f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f
};
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
void vs_main_patches( in InputVertex input,
out HullVertex output )
{
output.position = mul(ModelViewMatrix, input.position);
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
#if OSD_NUM_VARYINGS > 0
for (int i = 0; i< OSD_NUM_VARYINGS; ++i)
output.varyings[i] = input.varyings[i];
#endif
}
//----------------------------------------------------------
// Patches.HullTransition
//----------------------------------------------------------
HS_CONSTANT_TRANSITION_FUNC_OUT HSConstFunc(
InputPatch<HullVertex, PATCH_INPUT_SIZE> patch,
uint primitiveID : SV_PrimitiveID)
{
HS_CONSTANT_TRANSITION_FUNC_OUT output;
int patchLevel = GetPatchLevel(primitiveID);
#ifdef TRIANGLE
OSD_PATCH_CULL_TRIANGLE(PATCH_INPUT_SIZE);
#else
OSD_PATCH_CULL(PATCH_INPUT_SIZE);
#endif
#if OSD_ENABLE_SCREENSPACE_TESSELLATION
// These tables map the 9, 12, or 16 input control points onto the
// canonical 16 control points for a regular patch.
#if defined BOUNDARY
const int p[16] = { 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 };
#elif defined CORNER
const int p[16] = { 0, 1, 2, 2, 0, 1, 2, 2, 3, 4, 5, 5, 6, 7, 8, 8 };
#else
const int p[16] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 };
#endif
#if ROTATE == 0
const int r[16] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 };
#elif ROTATE == 1
const int r[16] = { 12, 8, 4, 0, 13, 9, 5, 1, 14, 10, 6, 2, 15, 11, 7, 3 };
#elif ROTATE == 2
const int r[16] = { 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 };
#elif ROTATE == 3
const int r[16] = { 3, 7, 11, 15, 2, 6, 10, 14, 1, 5, 9, 13, 0, 4, 8, 12 };
#endif
// Expand and rotate control points using remapping tables above
float3 pv0 = patch[p[r[0]]].position.xyz;
float3 pv1 = patch[p[r[1]]].position.xyz;
float3 pv2 = patch[p[r[2]]].position.xyz;
float3 pv3 = patch[p[r[3]]].position.xyz;
float3 pv4 = patch[p[r[4]]].position.xyz;
float3 pv5 = patch[p[r[5]]].position.xyz;
float3 pv6 = patch[p[r[6]]].position.xyz;
float3 pv7 = patch[p[r[7]]].position.xyz;
float3 pv8 = patch[p[r[8]]].position.xyz;
float3 pv9 = patch[p[r[9]]].position.xyz;
float3 pv10 = patch[p[r[10]]].position.xyz;
float3 pv11 = patch[p[r[11]]].position.xyz;
float3 pv12 = patch[p[r[12]]].position.xyz;
float3 pv13 = patch[p[r[13]]].position.xyz;
float3 pv14 = patch[p[r[14]]].position.xyz;
float3 pv15 = patch[p[r[15]]].position.xyz;
// Each edge of a transition patch is adjacent to one or two
// patches at the next refined level of subdivision.
// Compute the corresponding vertex-vertex and edge-vertex refined
// points along the edges of the patch using Catmull-Clark subdivision
// stencil weights.
// For simplicity, we let the optimizer discard unused computation.
float3 vv0 = (pv0 + pv2 + pv8 + pv10) * 0.015625 +
(pv1 + pv4 + pv6 + pv9) * 0.09375 + pv5 * 0.5625;
float3 ev01 = (pv1 + pv2 + pv9 + pv10) * 0.0625 + (pv5 + pv6) * 0.375;
float3 vv1 = (pv1 + pv3 + pv9 + pv11) * 0.015625 +
(pv2 + pv5 + pv7 + pv10) * 0.09375 + pv6 * 0.5625;
float3 ev12 = (pv5 + pv7 + pv9 + pv11) * 0.0625 + (pv6 + pv10) * 0.375;
float3 vv2 = (pv5 + pv7 + pv13 + pv15) * 0.015625 +
(pv6 + pv9 + pv11 + pv14) * 0.09375 + pv10 * 0.5625;
float3 ev23 = (pv5 + pv6 + pv13 + pv14) * 0.0625 + (pv9 + pv10) * 0.375;
float3 vv3 = (pv4 + pv6 + pv12 + pv14) * 0.015625 +
(pv5 + pv8 + pv10 + pv13) * 0.09375 + pv9 * 0.5625;
float3 ev30 = (pv4 + pv6 + pv8 + pv10) * 0.0625 + (pv5 + pv9) * 0.375;
// The vertices along boundaries and at corners are refined specially.
#if defined BOUNDARY
#if ROTATE == 0
vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
#elif ROTATE == 1
vv1 = (pv2 + pv10) * 0.125 + pv6 * 0.75;
vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
#elif ROTATE == 2
vv2 = (pv9 + pv11) * 0.125 + pv10 * 0.75;
vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
#elif ROTATE == 3
vv3 = (pv5 + pv13) * 0.125 + pv9 * 0.75;
vv0 = (pv1 + pv9) * 0.125 + pv5 * 0.75;
#endif
#elif defined CORNER
#if ROTATE == 0
vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
vv1 = pv6;
vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
#elif ROTATE == 1
vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
vv2 = pv10;
vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
#elif ROTATE == 2
vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
vv3 = pv9;
vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
#elif ROTATE == 3
vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
vv0 = pv5;
vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
#endif
#endif
#ifdef CASE00
output.tessLevelOuter[0] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
output.tessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
output.tessLevelOuter[2] = TessAdaptive(pv9, pv10, patchLevel);
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1] + output.tessLevelOuter[2]) * 0.5;
#endif
#ifdef CASE01
output.tessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
output.tessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
output.tessLevelOuter[2] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1] + output.tessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE02
output.tessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
output.tessLevelOuter[1] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
output.tessLevelOuter[2] = TessAdaptive(pv5, pv9, patchLevel);
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1] + output.tessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE10
output.tessLevelOuter[0] = TessAdaptive(pv6, pv10, patchLevel);
output.tessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel);
output.tessLevelOuter[2] = TessAdaptive(ev01, vv1, patchLevel+1);
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1]) * 0.25;
#endif
#ifdef CASE11
output.tessLevelOuter[0] = TessAdaptive(pv9, pv10, patchLevel);
output.tessLevelOuter[1] = TessAdaptive(ev30, vv3, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(ev30, pv10, patchLevel);
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE12
output.tessLevelOuter[0] = TessAdaptive(ev30, vv0, patchLevel+1);
output.tessLevelOuter[1] = TessAdaptive(ev01, vv0, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1] + output.tessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE13
output.tessLevelOuter[0] = TessAdaptive(ev01, pv10, patchLevel);
output.tessLevelOuter[1] = TessAdaptive(ev30, pv10, patchLevel);
output.tessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1] + output.tessLevelOuter[2]) * 0.25;
#endif
#ifdef CASE20
output.tessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
output.tessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(pv5, pv6, patchLevel);
output.tessLevelOuter[3] = TessAdaptive(ev12, vv1, patchLevel+1);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#endif
#ifdef CASE21
output.tessLevelOuter[0] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
output.tessLevelOuter[1] = TessAdaptive(ev23, vv3, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(ev30, vv3, patchLevel+1);
output.tessLevelInner =
(output.tessLevelOuter[1] + output.tessLevelOuter[2]) * 0.5;
#endif
#ifdef CASE22
output.tessLevelOuter[0] = TessAdaptive(ev12, vv2, patchLevel+1);
output.tessLevelOuter[1] = TessAdaptive(ev23, vv2, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1]) * 0.5;
#endif
#ifdef CASE23
output.tessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
output.tessLevelOuter[1] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
output.tessLevelOuter[2] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
output.tessLevelInner =
(output.tessLevelOuter[0] + output.tessLevelOuter[1] + output.tessLevelOuter[2]) * 0.5;
#endif
#ifdef CASE30
output.tessLevelOuter[0] = TessAdaptive(ev30, ev12, patchLevel) * 0.5;
output.tessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(ev01, vv0, patchLevel+1);
output.tessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#endif
#ifdef CASE31
output.tessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
output.tessLevelOuter[1] = TessAdaptive(ev12, vv1, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
output.tessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#endif
#ifdef CASE32
output.tessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
output.tessLevelOuter[1] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
output.tessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
output.tessLevelOuter[3] = TessAdaptive(ev30, vv3, patchLevel+1);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#endif
#ifdef CASE33
output.tessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
output.tessLevelOuter[1] = TessAdaptive(ev12, vv2, patchLevel+1);
output.tessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
output.tessLevelOuter[3] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#endif
#ifdef CASE40
output.tessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
output.tessLevelOuter[1] = TessAdaptive(ev01, ev23, patchLevel);
output.tessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
output.tessLevelOuter[3] = TessAdaptive(pv5, pv9, patchLevel);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#endif
#ifdef CASE41
output.tessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
output.tessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
output.tessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
output.tessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel);
output.tessLevelInner[0] =
max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
output.tessLevelInner[1] =
max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
#endif
#else
// XXX: HLSL compiler crashes with an internal compiler error occasionaly
// if this shader accesses a shader resource buffer or a constant buffer
// from this hull constant function.
//float TessAmount = GetTessLevel(patchLevel);
//float TessAmount = GetTessLevel(0);
float TessAmount = 2.0;
#ifdef CASE00
float side = sqrt(1.25)*TessAmount;
output.tessLevelOuter[0] = side;
output.tessLevelOuter[1] = side;
output.tessLevelOuter[2] = TessAmount;
output.tessLevelInner = TessAmount;
#endif
#ifdef CASE01
float side = sqrt(1.25)*TessAmount;
output.tessLevelOuter[0] = TessAmount/2.0;
output.tessLevelOuter[1] = TessAmount;
output.tessLevelOuter[2] = side;
output.tessLevelInner = TessAmount/2.0;
#endif
#ifdef CASE02
float side = sqrt(1.25)*TessAmount;
output.tessLevelOuter[0] = TessAmount/2.0;
output.tessLevelOuter[1] = side;
output.tessLevelOuter[2] = TessAmount;
output.tessLevelInner = TessAmount/2.0;
#endif
#ifdef CASE10
float side = sqrt(1.25) * TessAmount;
output.tessLevelOuter[0] = TessAmount;
output.tessLevelOuter[1] = side;
output.tessLevelOuter[2] = TessAmount/2.0;
output.tessLevelInner = TessAmount/2;
#endif
#ifdef CASE11
float side = sqrt(1.25) * TessAmount;
output.tessLevelOuter[0] = TessAmount;
output.tessLevelOuter[1] = TessAmount/2.0;
output.tessLevelOuter[2] = side;
output.tessLevelInner = TessAmount/2;
#endif
#ifdef CASE12
float side = sqrt(0.125) * TessAmount;
output.tessLevelOuter[0] = TessAmount/2.0;
output.tessLevelOuter[1] = TessAmount/2.0;
output.tessLevelOuter[2] = side;
output.tessLevelInner = TessAmount/2;
#endif
#ifdef CASE13
float side1 = sqrt(1.25) * TessAmount;
float side2 = sqrt(0.125) * TessAmount;
output.tessLevelOuter[0] = side1;
output.tessLevelOuter[1] = side1;
output.tessLevelOuter[2] = side2;
output.tessLevelInner = TessAmount/2.0*1.414;
#endif
#ifdef CASE20
output.tessLevelOuter[0] = TessAmount;
output.tessLevelOuter[1] = TessAmount/2.0;
output.tessLevelOuter[2] = TessAmount;
output.tessLevelOuter[3] = TessAmount/2.0;
output.tessLevelInner[0] = TessAmount/2.0;
output.tessLevelInner[1] = TessAmount;
#endif
#ifdef CASE21
float side = sqrt(0.125) * TessAmount;
output.tessLevelOuter[0] = side;
output.tessLevelOuter[1] = TessAmount/2.0;
output.tessLevelOuter[2] = TessAmount/2.0;
output.tessLevelInner = TessAmount/2.0;
#endif
#ifdef CASE22
float side = sqrt(0.125) * TessAmount;
output.tessLevelOuter[0] = TessAmount/2.0;
output.tessLevelOuter[1] = TessAmount/2.0;
output.tessLevelOuter[2] = side;
output.tessLevelInner = TessAmount/2.0;
#endif
#ifdef CASE23
float side = sqrt(0.125) * TessAmount;
output.tessLevelOuter[0] = TessAmount;
output.tessLevelOuter[1] = side;
output.tessLevelOuter[2] = side;
output.tessLevelInner = TessAmount/2.0;
#endif
#ifdef CASE30
output.tessLevelOuter[0] = output.tessLevelOuter[1] =
output.tessLevelOuter[2] = output.tessLevelOuter[3] = TessAmount/2.0;
output.tessLevelInner[0] = output.tessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE31
output.tessLevelOuter[0] = output.tessLevelOuter[1] =
output.tessLevelOuter[2] = output.tessLevelOuter[3] = TessAmount/2.0;
output.tessLevelInner[0] = output.tessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE32
output.tessLevelOuter[0] = output.tessLevelOuter[1] =
output.tessLevelOuter[2] = output.tessLevelOuter[3] = TessAmount/2.0;
output.tessLevelInner[0] = output.tessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE33
output.tessLevelOuter[0] = output.tessLevelOuter[1] =
output.tessLevelOuter[2] = output.tessLevelOuter[3] = TessAmount/2.0;
output.tessLevelInner[0] = output.tessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE40
output.tessLevelOuter[0] = TessAmount/2.0;
output.tessLevelOuter[1] = TessAmount;
output.tessLevelOuter[2] = TessAmount/2.0;
output.tessLevelOuter[3] = TessAmount;
output.tessLevelInner[0] = TessAmount;
output.tessLevelInner[1] = TessAmount/2.0;
#endif
#ifdef CASE41
output.tessLevelOuter[0] = TessAmount/2.0;
output.tessLevelOuter[1] = TessAmount;
output.tessLevelOuter[2] = TessAmount/2.0;
output.tessLevelOuter[3] = TessAmount;
output.tessLevelInner[0] = TessAmount;
output.tessLevelInner[1] = TessAmount/2.0;
#endif
#endif
return output;
}
[domain(HS_DOMAIN)]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(16)]
[patchconstantfunc("HSConstFunc")]
HullVertex hs_main_patches(
in InputPatch<HullVertex, PATCH_INPUT_SIZE> patch,
uint primitiveID : SV_PrimitiveID,
in uint ID : SV_OutputControlPointID )
{
#if defined BOUNDARY
int i = ID/4;
int j = ID%4;
#if defined(CASE20) || defined(CASE21) || defined(CASE22) || defined(CASE23)
#else
i = 3 - i;
#endif
float3 H[3];
for (int l=0; l<3; l++) {
H[l] = float3(0,0,0);
for (int k=0; k<4; k++) {
float c = Q[i][k];
H[l] += c*patch[l*4 + k].position.xyz;
}
}
float3 pos = float3(0,0,0);
for (int k=0; k<3; k++) {
pos += B[j][k]*H[k];
}
#elif defined CORNER
int i = ID/4;
int j = ID%4;
float3 H[3];
for (int l=0; l<3; l++) {
H[l] = float3(0,0,0);
for (int k=0; k<3; k++) {
float c = B[i][2-k];
H[l] += c*patch[l*3 + k].position.xyz;
}
}
float3 pos = float3(0,0,0);
for (int k=0; k<3; k++) {
pos += B[j][k]*H[k];
}
#else
int i = ID/4;
int j = ID%4;
float3 H[4];
for (int l=0; l<4; ++l) {
H[l] = float3(0,0,0);
for(int k=0; k<4; ++k) {
H[l] += Q[i][k] * patch[l*4 + k].position.xyz;
}
}
float3 pos = float3(0,0,0);
for (int k=0; k<4; ++k){
pos += Q[j][k] * H[k];
}
#endif
HullVertex output;
output.position = float4(pos, 1.0);
int patchLevel = GetPatchLevel(primitiveID);
// +0.5 to avoid interpolation error of integer value
output.patchCoord = float4(0, 0,
patchLevel+0.5,
primitiveID+LevelBase+0.5);
OSD_COMPUTE_PTEX_COORD_HULL_SHADER;
return output;
}
//----------------------------------------------------------
// Patches.DomainTransition
//----------------------------------------------------------
// B-spline basis evaluation via deBoor pyramid...
void
EvalCubicBSpline(in float u, out float B[4], out float BU[4])
{
float t = u;
float s = 1.0 - u;
float C0 = s * (0.5 * s);
float C1 = t * (s + 0.5 * t) + s * (0.5 * s + t);
float C2 = t * ( 0.5 * t);
B[0] = 1.f/3.f * s * C0;
B[1] = (2.f/3.f * s + t) * C0 + (2.f/3.f * s + 1.f/3.f * t) * C1;
B[2] = (1.f/3.f * s + 2.f/3.f * t) * C1 + ( s + 2.f/3.f * t) * C2;
B[3] = 1.f/3.f * t * C2;
BU[0] = - C0;
BU[1] = C0 - C1;
BU[2] = C1 - C2;
BU[3] = C2;
}
void
Univar4x4(in float u, out float B[4], out float D[4])
{
float t = u;
float s = 1.0 - u;
float A0 = s * s;
float A1 = 2 * s * t;
float A2 = t * t;
B[0] = s * A0;
B[1] = t * A0 + s * A1;
B[2] = t * A1 + s * A2;
B[3] = t * A2;
D[0] = - A0;
D[1] = A0 - A1;
D[2] = A1 - A2;
D[3] = A2;
}
[domain(HS_DOMAIN)]
void ds_main_patches(
in HS_CONSTANT_TRANSITION_FUNC_OUT input,
in OutputPatch<HullVertex, 16> patch,
#ifdef TRIANGLE
in float3 uvw : SV_DomainLocation,
#else
in float2 uv : SV_DomainLocation,
#endif
out OutputVertex output )
{
float2 UV = float2(0.0, 0.0);
// XXXtakahito: Tess coordinates computed below are results of heuristic hack
// to get front facing and appropriate patch uv.
// Revisit here to get more consistent code with patch factory!
/* CASE0*
+-------+
|1 /\\2 |
| / \\ |
|/ 0 \\|
+-------+
*/
#ifdef CASE00
UV.x = 1.0-uvw.z;
UV.y = 1.0-uvw.y-uvw.z/2.0;
#endif
#ifdef CASE01
UV.x = uvw.x;
UV.y = 1.0 - uvw.y/2;
#endif
#ifdef CASE02
UV.x = uvw.x;
UV.y = uvw.z/2;
#endif
/* CASE1*
+------+
|1 /\\2|
| /3_\\|
|/_- 0 |
+------+
*/
#ifdef CASE10
UV.x = uvw.z;
UV.y = 1.0-uvw.x/2.0;
#endif
#ifdef CASE11
UV.x = 1.0-uvw.x/2.0;
UV.y = uvw.y;
#endif
#ifdef CASE12
UV.x = uvw.y/2.0;
UV.y = uvw.x/2.0;
#endif
#ifdef CASE13
UV.x = 1.0-uvw.y-uvw.x/2.0;
UV.y = 1.0-uvw.x-uvw.y/2.0;
#endif
/* CASE2*
+-------+
| |\\2|
| | \\|
| 0 |3/ |
| |/ 1|
+-------+
*/
#ifdef CASE20
UV.x = 0.5 - uv.x/2.0;
UV.y = uv.y;
#endif
#ifdef CASE21
UV.x = 1.0 - 0.5 *uvw.y;
UV.y = 0.5*uvw.z;
#endif
#ifdef CASE22
UV.x = 1.0 - uvw.y/2.0;
UV.y = 1.0-uvw.x/2.0;
#endif
#ifdef CASE23
UV.x = 1.0-0.5*uvw.y-0.5*uvw.z;
UV.y = 1-uvw.y-0.5*uvw.x;
#endif
/* CASE3*
+-----+
|2 |3 |
|--+--+
|0 |1 |
+-----+
*/
#ifdef CASE30
UV.x = 0.5 - uv.x/2.0;
UV.y = uv.y/2.0;
#endif
#ifdef CASE31
UV.x = 0.5 + uv.x/2.0;
UV.y = 0.5 - uv.y/2.0;
#endif
#ifdef CASE32
UV.x = uv.x/2.0;
UV.y = 1.0 - uv.y/2.0;
#endif
#ifdef CASE33
UV.x = 0.5 + uv.x/2.0;
UV.y = 1.0 - uv.y/2.0;
#endif
/* CASE4*
+-----+
| 1 |
+-----+
| 0 |
+-----+
*/
#ifdef CASE40
UV.x = uv.x;
UV.y = 0.5 - uv.y/2.0;
#endif
#ifdef CASE41
UV.x = uv.x;
UV.y = 1.0 - uv.y/2.0;
#endif
float B[4], D[4];
Univar4x4(UV.x, B, D);
float3 BUCP[4], DUCP[4];
for (int i=0; i<4; ++i) {
BUCP[i] = float3(0,0,0);
DUCP[i] = float3(0,0,0);
for (int j=0; j<4; ++j) {
#if ROTATE == 0
float3 A = patch[4*i + j].position.xyz;
#elif ROTATE == 1
float3 A = patch[4*(3-j) + (3-i)].position.xyz;
#elif ROTATE == 2
float3 A = patch[4*i + (3-j)].position.xyz;
#elif ROTATE == 3
float3 A = patch[4*j + i].position.xyz;
#endif
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
float3 WorldPos = float3(0,0,0);
float3 Tangent = float3(0,0,0);
float3 BiTangent = float3(0,0,0);
Univar4x4(UV.y, B, D);
for (int i=0; i<4; ++i) {
WorldPos += B[i] * BUCP[i];
Tangent += B[i] * DUCP[i];
BiTangent += D[i] * BUCP[i];
}
float3 normal = -normalize(cross(BiTangent, Tangent));
normal = -normal;
output.position = float4(WorldPos, 1.0f);
output.normal = normal;
output.tangent = normalize(BiTangent);
output.patchCoord = patch[0].patchCoord;
#if ROTATE == 1
output.patchCoord.xy = float2(UV.x, 1.0-UV.y);
#elif ROTATE == 2
output.patchCoord.xy = float2(1.0-UV.y, 1.0-UV.x);
#elif ROTATE == 3
output.patchCoord.xy = float2(1.0-UV.x, UV.y);
#else
output.patchCoord.xy = float2(UV.y, UV.x);
#endif
OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
#ifdef ROTATE
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE);
#endif
OSD_DISPLACEMENT_CALLBACK;
output.positionOut = mul(ProjectionMatrix, float4(WorldPos, 1.0f));
}
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
void vs_main( in InputVertex input,
out OutputVertex output)
{
output.positionOut = mul(ModelViewProjectionMatrix, input.position);
}
//----------------------------------------------------------
// Patches.PixelColor
//----------------------------------------------------------
cbuffer Data : register( b2 ) {
float4 color;
};
void ps_main( in OutputVertex input,
out float4 colorOut : SV_Target )
{
colorOut = color;
}