mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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456 lines
15 KiB
HLSL
456 lines
15 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.Coefficients
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//----------------------------------------------------------
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#if OSD_MAX_VALENCE<=10
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static float ef[7] = {
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0.813008, 0.500000, 0.363636, 0.287505,
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0.238692, 0.204549, 0.179211
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};
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#else
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static float ef[27] = {
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0.812816, 0.500000, 0.363644, 0.287514,
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0.238688, 0.204544, 0.179229, 0.159657,
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0.144042, 0.131276, 0.120632, 0.111614,
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0.103872, 0.09715, 0.0912559, 0.0860444,
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0.0814022, 0.0772401, 0.0734867, 0.0700842,
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0.0669851, 0.0641504, 0.0615475, 0.0591488,
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0.0569311, 0.0548745, 0.0529621
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};
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#endif
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float csf(uint n, uint j)
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{
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if (j%2 == 0) {
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return cos((2.0 * M_PI * float(float(j-0)/2.0f))/(float(n)+3.0));
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} else {
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return sin((2.0 * M_PI * float(float(j-1)/2.0f))/(float(n)+3.0));
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}
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}
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//----------------------------------------------------------
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// Patches.TessVertexGregory
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//----------------------------------------------------------
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Buffer<float> g_VertexBuffer : register( t0 );
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Buffer<int> g_ValenceBuffer : register( t1 );
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void vs_main_patches( in InputVertex input,
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uint vID : SV_VertexID,
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out GregHullVertex output )
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{
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output.hullPosition = mul(ModelViewMatrix, input.position).xyz;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
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uint valence = uint(g_ValenceBuffer[int(vID * (2 * OSD_MAX_VALENCE + 1))]);
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output.valence = int(valence);
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float3 f[OSD_MAX_VALENCE];
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float3 pos = input.position.xyz;
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float3 opos = float3(0,0,0);
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for (uint i=0; i<valence; ++i) {
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uint im=(i+valence-1)%valence;
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uint ip=(i+1)%valence;
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uint idx_neighbor = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 0 + 1)]);
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float3 neighbor =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor+2)]);
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uint idx_diagonal = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*i + 1 + 1)]);
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float3 diagonal =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal+2)]);
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uint idx_neighbor_p = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*ip + 0 + 1)]);
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float3 neighbor_p =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_p)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_p+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_p+2)]);
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uint idx_neighbor_m = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 0 + 1)]);
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float3 neighbor_m =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_m)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_m+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_neighbor_m+2)]);
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uint idx_diagonal_m = uint(g_ValenceBuffer[int(vID * (2*OSD_MAX_VALENCE+1) + 2*im + 1 + 1)]);
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float3 diagonal_m =
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float3(g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal_m)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal_m+1)],
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g_VertexBuffer[int(OSD_NUM_ELEMENTS*idx_diagonal_m+2)]);
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f[i] = (pos * float(valence) + (neighbor_p + neighbor)*2.0 + diagonal) / (float(valence)+5.0);
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opos += f[i];
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output.r[i] = (neighbor_p-neighbor_m)/3.0 + (diagonal - diagonal_m)/6.0;
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}
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opos /= valence;
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output.position = float4(opos, 1.0f).xyz;
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#if OSD_NUM_VARYINGS > 0
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for (int i = 0; i< OSD_NUM_VARYINGS; ++i)
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output.varyings[i] = input.varyings[i];
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#endif
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float3 e;
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output.e0 = float3(0,0,0);
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output.e1 = float3(0,0,0);
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for(uint i=0; i<valence; ++i) {
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uint im = (i + valence -1) % valence;
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e = 0.5 * (f[i] + f[im]);
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output.e0 += csf(valence-3, 2*i) *e;
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output.e1 += csf(valence-3, 2*i + 1)*e;
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}
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output.e0 *= ef[valence - 3];
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output.e1 *= ef[valence - 3];
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}
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//----------------------------------------------------------
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// Patches.HullGregory
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//----------------------------------------------------------
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Buffer<int> g_QuadOffsetBuffer : register( t2 );
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HS_CONSTANT_FUNC_OUT HSConstFunc(
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InputPatch<GregHullVertex, 4> patch,
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uint primitiveID : SV_PrimitiveID)
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{
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HS_CONSTANT_FUNC_OUT output;
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int patchLevel = GetPatchLevel(primitiveID);
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OSD_PATCH_CULL(4);
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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output.tessLevelOuter[0] =
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TessAdaptive(patch[0].hullPosition.xyz, patch[1].hullPosition.xyz, patchLevel);
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output.tessLevelOuter[1] =
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TessAdaptive(patch[0].hullPosition.xyz, patch[3].hullPosition.xyz, patchLevel);
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output.tessLevelOuter[2] =
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TessAdaptive(patch[2].hullPosition.xyz, patch[3].hullPosition.xyz, patchLevel);
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output.tessLevelOuter[3] =
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TessAdaptive(patch[1].hullPosition.xyz, patch[2].hullPosition.xyz, patchLevel);
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output.tessLevelInner[0] =
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max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
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output.tessLevelInner[1] =
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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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return output;
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}
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[domain("quad")]
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[partitioning("integer")]
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[outputtopology("triangle_ccw")]
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[outputcontrolpoints(4)]
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[patchconstantfunc("HSConstFunc")]
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GregDomainVertex hs_main_patches(
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in InputPatch<GregHullVertex, 4> 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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uint i = ID;
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uint ip = (i+1)%4;
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uint im = (i+3)%4;
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uint n = uint(patch[i].valence);
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int base = GregoryQuadOffsetBase;
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GregDomainVertex output;
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output.position = patch[ID].position;
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uint start = g_QuadOffsetBuffer[int(4*(primitiveID+base) + i)] & 0x00ff;
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uint prev = uint(g_QuadOffsetBuffer[int(4*(primitiveID+base) + i)]) & 0xff00;
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prev=uint(prev/256);
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// Control Vertices based on :
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// "Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation"
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// Loop, Schaefer, Ni, Castafio (ACM ToG Siggraph Asia 2009)
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//
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// P3 e3- e2+ E2
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// O--------O--------O--------O
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// | | | |
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// | | | |
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// | | f3- | f2+ |
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// | O O |
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// e3+ O------O O------O e2-
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// | f3+ f2- |
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// | |
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// | |
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// | f0- f1+ |
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// e0- O------O O------O e1+
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// | O O |
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// | | f0+ | f1- |
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// | | | |
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// | | | |
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// O--------O--------O--------O
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// P0 e0+ e1- E1
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//
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float3 Ep = patch[i].position + patch[i].e0 * csf(n-3, 2*start) + patch[i].e1*csf(n-3, 2*start +1);
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float3 Em = patch[i].position + patch[i].e0 * csf(n-3, 2*prev ) + patch[i].e1*csf(n-3, 2*prev + 1);
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uint np = patch[ip].valence;
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uint nm = patch[im].valence;
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uint prev_p = uint(g_QuadOffsetBuffer[int(4*(primitiveID+base) + ip)])&0xff00;
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prev_p=uint(prev_p/256);
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float3 Em_ip = patch[ip].position + patch[ip].e0*csf(np-3,2*prev_p) +patch[ip].e1*csf(np-3, 2*prev_p+1);
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uint start_m = g_QuadOffsetBuffer[int(4*(primitiveID+base) + im)]&0x00ff;
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float3 Ep_im = patch[im].position + patch[im].e0*csf(nm-3, 2*start_m) + patch[im].e1*csf(nm-3, 2*start_m+1);
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float s1 = 3 - 2*csf(n-3,2)-csf(np-3,2);
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float s2 = 2*csf(n-3,2);
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float3 Fp = (csf(np-3,2)*patch[i].position + s1*Ep + s2*Em_ip + patch[i].r[start])/3.0;
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s1 = 3.0 -2.0*cos(2.0*M_PI/float(n)) - cos(2*M_PI/float(nm));
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float3 Fm = (csf(nm-3,2)*patch[i].position + s1*Em +s2*Ep_im - patch[i].r[prev])/3.0;
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output.Ep = Ep;
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output.Em = Em;
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output.Fp = Fp;
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output.Fm = Fm;
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int patchLevel = GetPatchLevel(primitiveID);
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output.patchCoord = float4(0, 0,
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patchLevel+0.5,
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primitiveID+LevelBase+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.DomainGregory
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//----------------------------------------------------------
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void Univar4(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("quad")]
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void ds_main_patches(
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in HS_CONSTANT_FUNC_OUT input,
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in OutputPatch<GregDomainVertex, 4> patch,
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in float2 uv : SV_DomainLocation,
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out OutputVertex output )
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{
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float u = uv.x,
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v = uv.y;
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float3 p[20];
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p[0] = patch[0].position;
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p[1] = patch[0].Ep;
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p[2] = patch[0].Em;
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p[3] = patch[0].Fp;
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p[4] = patch[0].Fm;
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p[5] = patch[1].position;
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p[6] = patch[1].Ep;
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p[7] = patch[1].Em;
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p[8] = patch[1].Fp;
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p[9] = patch[1].Fm;
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p[10] = patch[2].position;
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p[11] = patch[2].Ep;
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p[12] = patch[2].Em;
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p[13] = patch[2].Fp;
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p[14] = patch[2].Fm;
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p[15] = patch[3].position;
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p[16] = patch[3].Ep;
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p[17] = patch[3].Em;
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p[18] = patch[3].Fp;
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p[19] = patch[3].Fm;
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float3 q[16];
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float U = 1-u, V=1-v;
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float d11 = u+v; if(u+v==0.0f) d11 = 1.0f;
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float d12 = U+v; if(U+v==0.0f) d12 = 1.0f;
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float d21 = u+V; if(u+V==0.0f) d21 = 1.0f;
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float d22 = U+V; if(U+V==0.0f) d22 = 1.0f;
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q[ 5] = (u*p[3] + v*p[4])/d11;
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q[ 6] = (U*p[9] + v*p[8])/d12;
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q[ 9] = (u*p[19] + V*p[18])/d21;
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q[10] = (U*p[13] + V*p[14])/d22;
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q[ 0] = p[0];
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q[ 1] = p[1];
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q[ 2] = p[7];
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q[ 3] = p[5];
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q[ 4] = p[2];
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q[ 7] = p[6];
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q[ 8] = p[16];
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q[11] = p[12];
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q[12] = p[15];
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q[13] = p[17];
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q[14] = p[11];
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q[15] = p[10];
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float B[4], D[4];
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Univar4(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 (uint j=0; j<4; ++j) {
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// reverse face front
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float3 A = q[i + 4*j];
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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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Univar4(uv.y, B, D);
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for (uint i=0; i<4; ++i) {
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WorldPos += B[i] * BUCP[i];
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Tangent += B[i] * DUCP[i];
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BiTangent += D[i] * BUCP[i];
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}
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BiTangent = mul(ModelViewMatrix, float4(BiTangent, 0)).xyz;
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Tangent = mul(ModelViewMatrix, float4(Tangent, 0)).xyz;
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float3 normal = normalize(cross(BiTangent, Tangent));
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output.position = mul(ModelViewMatrix, float4(WorldPos, 1.0));
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output.normal = normal;
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output.tangent = normalize(BiTangent);
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output.patchCoord = patch[0].patchCoord;
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output.patchCoord.xy = float2(v, u);
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OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
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OSD_DISPLACEMENT_CALLBACK;
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output.positionOut = mul(ModelViewProjectionMatrix, float4(WorldPos, 1.0f));
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}
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//----------------------------------------------------------
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// Patches.Vertex
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//----------------------------------------------------------
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void vs_main( in InputVertex input,
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out OutputVertex output)
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{
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output.positionOut = mul(ModelViewProjectionMatrix, input.position);
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}
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//----------------------------------------------------------
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// Patches.PixelColor
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//----------------------------------------------------------
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cbuffer Data : register( b2 ) {
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float4 color;
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};
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void ps_main( in OutputVertex input,
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out float4 colorOut : SV_Target )
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{
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colorOut = color;
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}
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