OpenSubdiv/opensubdiv/osd/hlslPatchGregoryBasis.hlsl
David G Yu f4a8cafe86 Sync'ed up GLSL and HLSL patch shader source.
Cleaned up the Legacy Gregory shader source by accessing buffer
data through helper functions.

Switched to performing tessellation in untransformed (object) space.
2015-05-21 09:56:25 -07:00

243 lines
7.3 KiB
HLSL

//
// Copyright 2015 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#if defined OSD_FRACTIONAL_ODD_SPACING
#define HS_PARTITION "fractional_odd"
#elif defined OSD_FRACTIONAL_EVEN_SPACING
#define HS_PARTITION "fractional_even"
#else
#define HS_PARTITION "integer"
#endif
//----------------------------------------------------------
// Patches.Vertex
//----------------------------------------------------------
void vs_main_patches( in InputVertex input,
out HullVertex output )
{
output.position = input.position;
output.patchCoord = int4(0,0,0,0);
OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
}
//----------------------------------------------------------
// Patches.HullGregoryBasis
//----------------------------------------------------------
[domain("quad")]
[partitioning(HS_PARTITION)]
[outputtopology("triangle_cw")]
[outputcontrolpoints(20)]
[patchconstantfunc("HSConstFunc")]
HullVertex hs_main_patches(
in InputPatch<HullVertex, 20> patch,
uint primitiveID : SV_PrimitiveID,
in uint ID : SV_OutputControlPointID )
{
int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
HullVertex output;
output.position = float4(patch[ID].position.xyz, 1.0);
output.patchCoord = OsdGetPatchCoord(patchParam);
return output;
}
HS_CONSTANT_FUNC_OUT
HSConstFunc(
InputPatch<HullVertex, 20> patch,
uint primitiveID : SV_PrimitiveID)
{
HS_CONSTANT_FUNC_OUT output;
int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
OSD_PATCH_CULL(20);
float4 tessLevelOuter = float4(0,0,0,0);
float4 tessLevelInner = float4(0,0,0,0);
float4 tessOuterLo = float4(0,0,0,0);
float4 tessOuterHi = float4(0,0,0,0);
OsdGetTessLevels(patch[0].position.xyz, patch[15].position.xyz,
patch[10].position.xyz, patch[5].position.xyz,
patchParam, tessLevelOuter, tessLevelInner);
output.tessLevelOuter[0] = tessLevelOuter[0];
output.tessLevelOuter[1] = tessLevelOuter[1];
output.tessLevelOuter[2] = tessLevelOuter[2];
output.tessLevelOuter[3] = tessLevelOuter[3];
output.tessLevelInner[0] = tessLevelInner[0];
output.tessLevelInner[1] = tessLevelInner[1];
return output;
}
//----------------------------------------------------------
// Patches.DomainGregory
//----------------------------------------------------------
[domain("quad")]
void ds_main_patches(
in HS_CONSTANT_FUNC_OUT input,
in OutputPatch<HullVertex, 20> patch,
in float2 UV : SV_DomainLocation,
out OutputVertex output )
{
float3 p[20];
for (int i = 0; i < 20; ++i) {
p[i] = patch[i].position.xyz;
}
float3 q[16];
float u = UV.x, v=UV.y;
float U = 1-u, V=1-v;
float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
q[ 5] = (u*p[3] + v*p[4])/d11;
q[ 6] = (U*p[9] + v*p[8])/d12;
q[ 9] = (u*p[19] + V*p[18])/d21;
q[10] = (U*p[13] + V*p[14])/d22;
q[ 0] = p[0];
q[ 1] = p[1];
q[ 2] = p[7];
q[ 3] = p[5];
q[ 4] = p[2];
q[ 7] = p[6];
q[ 8] = p[16];
q[11] = p[12];
q[12] = p[15];
q[13] = p[17];
q[14] = p[11];
q[15] = p[10];
float3 position = float3(0, 0, 0);
float3 uTangent = float3(0, 0, 0);
float3 vTangent = float3(0, 0, 0);
#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
float B[4], D[4], C[4];
float3 BUCP[4] = {float3(0,0,0), float3(0,0,0), float3(0,0,0), float3(0,0,0)},
DUCP[4] = {float3(0,0,0), float3(0,0,0), float3(0,0,0), float3(0,0,0)},
CUCP[4] = {float3(0,0,0), float3(0,0,0), float3(0,0,0), float3(0,0,0)};
float3 dUU = float3(0, 0, 0);
float3 dVV = float3(0, 0, 0);
float3 dUV = float3(0, 0, 0);
Univar4x4(UV.x, B, D, C);
for (int i=0; i<4; ++i) {
for (uint j=0; j<4; ++j) {
float3 A = q[4*i + j];
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
CUCP[i] += A * C[j];
}
}
Univar4x4(UV.y, B, D, C);
for (int i=0; i<4; ++i) {
position += B[i] * BUCP[i];
uTangent += B[i] * DUCP[i];
vTangent += D[i] * BUCP[i];
dUU += B[i] * CUCP[i];
dVV += C[i] * BUCP[i];
dUV += D[i] * DUCP[i];
}
int level = patch[0].patchCoord.z;
uTangent *= 3 * level;
vTangent *= 3 * level;
dUU *= 6 * level;
dVV *= 6 * level;
dUV *= 9 * level;
float3 n = cross(uTangent, vTangent);
float3 normal = normalize(n);
float E = dot(uTangent, uTangent);
float F = dot(uTangent, vTangent);
float G = dot(vTangent, vTangent);
float e = dot(normal, dUU);
float f = dot(normal, dUV);
float g = dot(normal, dVV);
float3 Nu = (f*F-e*G)/(E*G-F*F) * uTangent + (e*F-f*E)/(E*G-F*F) * vTangent;
float3 Nv = (g*F-f*G)/(E*G-F*F) * uTangent + (f*F-g*E)/(E*G-F*F) * vTangent;
Nu = Nu/length(n) - n * (dot(Nu,n)/pow(dot(n,n), 1.5));
Nv = Nv/length(n) - n * (dot(Nv,n)/pow(dot(n,n), 1.5));
output.Nu = Nu;
output.Nv = Nv;
#else
float B[4], D[4];
float3 BUCP[4] = {float3(0,0,0), float3(0,0,0), float3(0,0,0), float3(0,0,0)},
DUCP[4] = {float3(0,0,0), float3(0,0,0), float3(0,0,0), float3(0,0,0)};
Univar4x4(UV.x, B, D);
for (int i=0; i<4; ++i) {
for (uint j=0; j<4; ++j) {
float3 A = q[4*i + j];
BUCP[i] += A * B[j];
DUCP[i] += A * D[j];
}
}
Univar4x4(UV.y, B, D);
for (uint i=0; i<4; ++i) {
position += B[i] * BUCP[i];
uTangent += B[i] * DUCP[i];
vTangent += D[i] * BUCP[i];
}
int level = patch[0].patchCoord.z;
uTangent *= 3 * level;
vTangent *= 3 * level;
float3 normal = normalize(cross(uTangent, vTangent));
#endif
output.position = mul(OsdModelViewMatrix(), float4(position, 1.0f));
output.normal = mul(OsdModelViewMatrix(), float4(normal, 0.0f)).xyz;
output.tangent = mul(OsdModelViewMatrix(), float4(uTangent, 0.0f)).xyz;
output.bitangent = mul(OsdModelViewMatrix(), float4(vTangent, 0.0f)).xyz;
output.patchCoord = OsdInterpolatePatchCoord(UV, patch[0].patchCoord);
OSD_DISPLACEMENT_CALLBACK;
output.positionOut = mul(OsdProjectionMatrix(), output.position);
output.edgeDistance = 0;
}