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-rw-r--r--tests/hlsl/dxsdk/SubD11/SubD11.hlsl1238
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diff --git a/tests/hlsl/dxsdk/SubD11/SubD11.hlsl b/tests/hlsl/dxsdk/SubD11/SubD11.hlsl
deleted file mode 100644
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--- a/tests/hlsl/dxsdk/SubD11/SubD11.hlsl
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@@ -1,1238 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile vs_4_0 -entry PatchSkinningVS -entry MeshSkinningVS -profile hs_5_0 -entry SubDToBezierHS -entry SubDToBezierHS4444 -profile ds_5_0 -entry BezierEvalDS -profile ps_4_0 -entry SmoothPS -entry SolidColorPS
-//--------------------------------------------------------------------------------------
-// File: SubD11.hlsl
-//
-// This file contains functions to convert from a Catmull-Clark subdivision
-// representation to a bicubic patch representation.
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-//Work-around for an optimization rule problem in the June 2010 HLSL Compiler (9.29.952.3111)
-//see http://support.microsoft.com/kb/2448404
-#if D3DX_VERSION == 0xa2b
-#pragma ruledisable 0x0802405f
-#endif
-
-//--------------------------------------------------------------------------------------
-// A sample extraordinary SubD quad is represented by the following diagram:
-//
-// 15 Valences:
-// / \ Vertex 0: 5
-// / 14 Vertex 1: 4
-// 17---------16 / \ Vertex 2: 5
-// | \ | / \ Vertex 3: 3
-// | \ | / 13
-// | \ |/ / Prefixes:
-// | 3------2------12 Vertex 0: 9
-// | | | | Vertex 1: 12
-// | | | | Vertex 2: 16
-// 4----0------1------11 Vertex 3: 18
-// / /| | |
-// / / | | |
-// 5 / 8------9------10
-// \ / /
-// 6 /
-// \ /
-// 7
-//
-// Where the quad bounded by vertices 0,1,2,3 represents the actual subd surface of interest
-// The 1-ring neighborhood of the quad is represented by vertices 4 through 17. The counter-
-// clockwise winding of this 1-ring neighborhood is important, especially when it comes to compute
-// the corner vertices of the bicubic patch that we will use to approximate the subd quad (0,1,2,3).
-//
-// The resulting bicubic patch fits within the subd quad (0,1,2,3) and has the following control
-// point layout:
-//
-// 12--13--14--15
-// 8---9--10--11
-// 4---5---6---7
-// 0---1---2---3
-//
-// The inner 4 control points of the bicubic patch are a combination of only the vertices (0,1,2,3)
-// of the subd quad. However, the corner control points for the bicubic patch (0,3,15,12) are actually
-// a much more complex weighting of the subd patch and the 1-ring neighborhood. In the example above
-// the bicubic control point 0 is actually a weighted combination of subd points 0,1,2,3 and 1-ring
-// neighborhood points 17, 4, 5, 6, 7, 8, and 9. We can see that the 1-ring neighbor hood is simply
-// walked from the prefix value from the previous corner (corner 3 in this case) to the prefix
-// prefix value for the current corner. We add one more vertex on either side of the prefix values
-// and we have all the data necessary to calculate the value for the corner points.
-//
-// The edge control points of the bicubic patch (1,2,13,14,4,8,7,11) are also combinations of their
-// neighbors, but fortunately each one is only a combination of 6 values and no walk is required.
-//--------------------------------------------------------------------------------------
-
-#define MOD4(x) ((x)&3)
-#ifndef MAX_POINTS
-#define MAX_POINTS 32
-#endif
-#define MAX_BONE_MATRICES 80
-
-//--------------------------------------------------------------------------------------
-// Textures
-//--------------------------------------------------------------------------------------
-Texture2D g_txHeight : register( t0 ); // Height and Bump texture
-Texture2D g_txDiffuse : register( t1 ); // Diffuse texture
-Texture2D g_txSpecular : register( t2 ); // Specular texture
-
-//--------------------------------------------------------------------------------------
-// Samplers
-//--------------------------------------------------------------------------------------
-SamplerState g_samLinear : register( s0 );
-SamplerState g_samPoint : register( s0 );
-
-//--------------------------------------------------------------------------------------
-// Constant Buffers
-//--------------------------------------------------------------------------------------
-cbuffer cbTangentStencilConstants : register( b0 )
-{
- float g_TanM[1024]; // Tangent patch stencils precomputed by the application
- float g_fCi[16]; // Valence coefficients precomputed by the application
-};
-
-cbuffer cbPerMesh : register( b1 )
-{
- matrix g_mConstBoneWorld[MAX_BONE_MATRICES];
-};
-
-cbuffer cbPerFrame : register( b2 )
-{
- matrix g_mViewProjection;
- float3 g_vCameraPosWorld;
- float g_fTessellationFactor;
- float g_fDisplacementHeight;
- float3 g_vSolidColor;
-};
-
-cbuffer cbPerSubset : register( b3 )
-{
- int g_iPatchStartIndex;
-}
-
-//--------------------------------------------------------------------------------------
-Buffer<uint4> g_ValencePrefixBuffer : register( t0 );
-
-//--------------------------------------------------------------------------------------
-struct VS_CONTROL_POINT_OUTPUT
-{
- float3 vPosition : WORLDPOS;
- float2 vUV : TEXCOORD0;
- float3 vTangent : TANGENT;
-};
-
-struct BEZIER_CONTROL_POINT
-{
- float3 vPosition : BEZIERPOS;
-};
-
-struct PS_INPUT
-{
- float3 vWorldPos : POSITION;
- float3 vNormal : NORMAL;
- float2 vUV : TEXCOORD;
- float3 vTangent : TANGENT;
- float3 vBiTangent : BITANGENT;
-};
-
-//--------------------------------------------------------------------------------------
-// SubD to Bezier helper functions
-//--------------------------------------------------------------------------------------
-// Helps with getting tangent stencils from the g_TanM constant array
-#define TANM(a,v) ( g_TanM[ Val[v]*64 + (a) ] )
-
-//--------------------------------------------------------------------------------------
-float3 ComputeInteriorVertex( uint index,
- uint Val[4],
- const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip )
-{
- switch( index )
- {
- case 0:
- return (ip[0].vPosition*Val[0] + ip[1].vPosition*2 + ip[2].vPosition + ip[3].vPosition*2) / (5+Val[0]);
- case 1:
- return (ip[0].vPosition*2 + ip[1].vPosition*Val[1] + ip[2].vPosition*2 + ip[3].vPosition) / (5+Val[1]);
- case 2:
- return (ip[0].vPosition + ip[1].vPosition*2 + ip[2].vPosition*Val[2] + ip[3].vPosition*2) / (5+Val[2]);
- case 3:
- return (ip[0].vPosition*2 + ip[1].vPosition + ip[2].vPosition*2 + ip[3].vPosition*Val[3]) / (5+Val[3]);
- }
-
- return float3(0,0,0);
-}
-
-//--------------------------------------------------------------------------------------
-// Computes the corner vertices of the output UV patch. The corner vertices are
-// a weighted combination of all points that are "connected" to that corner by an edge.
-// The interior 4 points of the original subd quad are easy to get. The points in the
-// 1-ring neighborhood around the interior quad are not.
-//
-// Because the valence of that corner could be any number between 3 and 16, we need to
-// walk around the subd patch vertices connected to that point. This is there the
-// Pref (prefix) values come into play. Each corner has a prefix value that is the index
-// of the last value around the 1-ring neighborhood that should be used in calculating
-// the coefficient of that corner. The walk goes from the prefix value of the previous
-// corner to the prefix value of the current corner.
-//--------------------------------------------------------------------------------------
-void ComputeCornerVertex( uint index,
- out float3 CornerB, // Corner for the Bezier patch
- out float3 CornerU, // Corner for the tangent patch
- out float3 CornerV, // Corner for the bitangent patch
- const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip,
- const in uint Val[4],
- const in uint Pref[4] )
-{
- const float fOWt = 1;
- const float fEWt = 4;
-
- // Figure out where to start the walk by using the previous corner's prefix value
- uint PrefIm1 = 0;
- uint uStart = 4;
- if( index )
- {
- PrefIm1 = Pref[index-1];
- uStart = PrefIm1;
- }
-
- // Setup the walk indices
- uint uTIndexStart = 2 - (index&1);
- uint uTIndex = uTIndexStart;
-
- // Calculate the N*N weight for the final value
- CornerB = (Val[index]*Val[index])*ip[index].vPosition; // n^2 part
-
- // Zero out the corners
- CornerU = float4(0,0,0,0);
- CornerV = float4(0,0,0,0);
-
- const uint uV = Val[index] + ( ( index & 1 ) ? 1 : -1 );
-
- // Start the walk with the uStart prefix (the prefix of the corner before us)
- CornerB += ip[uStart].vPosition * fEWt;
- CornerU += ip[uStart].vPosition * TANM( uTIndex * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index);
-
- // Gather all vertices between the previous corner's prefix and our own prefix
- // We'll do two at a time, since they always come in twos
- while(uStart < Pref[index]-1)
- {
- ++uStart;
- CornerB += ip[uStart].vPosition * fOWt;
- CornerU += ip[uStart].vPosition * TANM( uTIndex * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- ++uTIndex;
- ++uStart;
- CornerB += ip[uStart].vPosition * fEWt;
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex+uV)%Val[index]) * 2, index );
- }
- ++uStart;
-
- // Add in the last guy and make sure to wrap to the beginning if we're the last corner
- if (index == 3)
- uStart = 4;
- CornerB += ip[uStart].vPosition * fOWt;
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- // Add in the guy before the prefix as well
- if (index)
- uStart = PrefIm1-1;
- else
- uStart = Pref[3]-1;
- uTIndex = uTIndexStart-1;
-
- CornerB += ip[uStart].vPosition * fOWt;
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- // We're done with the walk now. Now we need to add the contributions of the original subd quad.
- CornerB += ip[MOD4(index+1)].vPosition * fEWt;
- CornerB += ip[MOD4(index+2)].vPosition * fOWt;
- CornerB += ip[MOD4(index+3)].vPosition * fEWt;
-
- uTIndex = 0 + (index&1)*(Val[index]-1);
- uStart = MOD4(index+1);
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index );
-
- uStart = MOD4(index+2);
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- uStart = MOD4(index+3);
- uTIndex = (uTIndex+1)%Val[index];
-
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index );
-
- // Normalize the corner weights
- CornerB *= 1.0f / ( Val[index] * Val[index] + 5 * Val[index] ); // normalize
-
- // fixup signs from directional derivatives...
- if( !((index - 1) & 2) ) // 1 and 2
- CornerU *= -1;
-
- if( index >= 2 ) // 2 and 3
- CornerV *= -1;
-}
-
-void ComputeCornerVertex4444( uint index,
- out float3 CornerB, // Corner for the Bezier patch
- out float3 CornerU, // Corner for the tangent patch
- out float3 CornerV, // Corner for the bitangent patch
- const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip,
- const in uint Val[4],
- const in uint Pref[4] )
-{
- const float fOWt = 1;
- const float fEWt = 4;
-
- // Figure out where to start the walk by using the previous corner's prefix value
- uint PrefIm1 = 0;
- uint uStart = 4;
- if( index )
- {
- PrefIm1 = Pref[index-1];
- uStart = PrefIm1;
- }
-
- // Setup the walk indices
- uint uTIndexStart = 2 - (index&1);
- uint uTIndex = uTIndexStart;
-
- // Calculate the N*N weight for the final value
- CornerB = (Val[index]*Val[index])*ip[index].vPosition; // n^2 part
-
- // Zero out the corners
- CornerU = float4(0,0,0,0);
- CornerV = float4(0,0,0,0);
-
- const uint uV = Val[index] + ( ( index & 1 ) ? 1 : -1 );
-
- // Start the walk with the uStart prefix (the prefix of the corner before us)
- CornerB += ip[uStart].vPosition * fEWt;
- CornerU += ip[uStart].vPosition * TANM( uTIndex * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index);
-
- // Gather all vertices between the previous corner's prefix and our own prefix
- // We'll do two at a time, since they always come in twos
- while(uStart < Pref[index]-1)
- {
- ++uStart;
- CornerB += ip[uStart].vPosition * fOWt;
- CornerU += ip[uStart].vPosition * TANM( uTIndex * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- ++uTIndex;
- ++uStart;
- CornerB += ip[uStart].vPosition * fEWt;
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex+uV)%Val[index]) * 2, index );
- }
- ++uStart;
-
- // Add in the last guy and make sure to wrap to the beginning if we're the last corner
- if (index == 3)
- uStart = 4;
- CornerB += ip[uStart].vPosition * fOWt;
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- // Add in the guy before the prefix as well
- if (index)
- uStart = PrefIm1-1;
- else
- uStart = Pref[3]-1;
- uTIndex = uTIndexStart-1;
-
- CornerB += ip[uStart].vPosition * fOWt;
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- // We're done with the walk now. Now we need to add the contributions of the original subd quad.
- CornerB += ip[MOD4(index+1)].vPosition * fEWt;
- CornerB += ip[MOD4(index+2)].vPosition * fOWt;
- CornerB += ip[MOD4(index+3)].vPosition * fEWt;
-
- uTIndex = 0 + (index&1)*(Val[index]-1);
- uStart = MOD4(index+1);
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index );
-
- uStart = MOD4(index+2);
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index );
-
- uStart = MOD4(index+3);
- uTIndex = (uTIndex+1)%Val[index];
-
- CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index );
- CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index );
-
- // Normalize the corner weights
- CornerB *= 1.0f / ( Val[index] * Val[index] + 5 * Val[index] ); // normalize
-
- // fixup signs from directional derivatives...
- if( !((index - 1) & 2) ) // 1 and 2
- CornerU *= -1;
-
- if( index >= 2 ) // 2 and 3
- CornerV *= -1;
-}
-
-//--------------------------------------------------------------------------------------
-// Computes the edge vertices of the output bicubic patch. The edge vertices
-// (1,2,4,7,8,11,13,14) are a weighted (by valence) combination of 6 interior and 1-ring
-// neighborhood points. However, we don't have to do the walk on this one since we
-// don't need all of the neighbor points attached to this vertex.
-//--------------------------------------------------------------------------------------
-float3 ComputeEdgeVertex( in uint index /* 0-7 */,
- const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip,
- const in uint Val[4],
- const in uint Pref[4] )
-{
- float val1 = 2 * Val[0] + 10;
- float val2 = 2 * Val[1] + 10;
- float val13 = 2 * Val[3] + 10;
- float val14 = 2 * Val[2] + 10;
- float val4 = val1;
- float val8 = val13;
- float val7 = val2;
- float val11 = val14;
-
- float3 vRetVal = float3(0,0,0);
- switch( index )
- {
- // Horizontal
- case 0:
- vRetVal = (Val[0]*2*ip[0].vPosition + 4*ip[1].vPosition + ip[2].vPosition + ip[3].vPosition*2 +
- 2*ip[Pref[0]-1].vPosition + ip[Pref[0]].vPosition) / val1;
- break;
- case 1:
- vRetVal = (4*ip[0].vPosition + Val[1]*2*ip[1].vPosition + ip[2].vPosition*2 + ip[3].vPosition +
- ip[Pref[0]-1].vPosition + 2*ip[Pref[0]].vPosition) / val2;
- break;
- case 2:
- vRetVal = (2*ip[0].vPosition + ip[1].vPosition + 4*ip[2].vPosition + ip[3].vPosition*2*Val[3] +
- 2*ip[Pref[2]].vPosition + ip[Pref[2]-1].vPosition) / val13;
- break;
- case 3:
- vRetVal = (ip[0].vPosition + 2*ip[1].vPosition + Val[2]*2*ip[2].vPosition + ip[3].vPosition*4 +
- ip[Pref[2]].vPosition + 2*ip[Pref[2]-1].vPosition) / val14;
- break;
- // Vertical
- case 4:
- vRetVal = (Val[0]*2*ip[0].vPosition + 2*ip[1].vPosition + ip[2].vPosition + ip[3].vPosition*4 +
- 2*ip[4].vPosition + ip[Pref[3]-1].vPosition) / val4;
- break;
- case 5:
- vRetVal = (4*ip[0].vPosition + ip[1].vPosition + 2*ip[2].vPosition + ip[3].vPosition*2*Val[3] +
- ip[4].vPosition + 2*ip[Pref[3]-1].vPosition) / val8;
- break;
- case 6:
- vRetVal = (2*ip[0].vPosition + Val[1]*2*ip[1].vPosition + 4*ip[2].vPosition + ip[3].vPosition +
- 2*ip[Pref[1]-1].vPosition + ip[Pref[1]].vPosition) / val7;
- break;
- case 7:
- vRetVal = (ip[0].vPosition + 4*ip[1].vPosition + Val[2]*2*ip[2].vPosition + 2*ip[3].vPosition +
- ip[Pref[1]-1].vPosition + 2*ip[Pref[1]].vPosition) / val11;
- break;
- }
-
- return vRetVal;
-}
-
-//--------------------------------------------------------------------------------------
-// Helper function
-//--------------------------------------------------------------------------------------
-void BezierRaise(inout float3 pQ[3], out float3 pC[4])
-{
- pC[0] = pQ[0];
- pC[3] = pQ[2];
-
- for( int i=1; i<3; i++ )
- {
- pC[i] = ( 1.0f / 3.0f ) * ( pQ[i - 1] * i + ( 3.0f - i ) * pQ[i] );
- }
-}
-
-//--------------------------------------------------------------------------------------
-// Computes the tangent patch from the input bezier patch
-//--------------------------------------------------------------------------------------
-void ComputeTanPatch( const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch,
- inout float3 vOut[16],
- in float fCWts[4],
- in float3 vCorner[4],
- in float3 vCornerLocal[4],
- in const uint cX,
- in const uint cY)
-{
- float3 vQuad[3];
- float3 vQuadB[3];
- float3 vCubic[4];
-
- // boundary edges are really simple...
- vQuad[0] = vCornerLocal[0];
- vQuad[2] = vCornerLocal[1];
- vQuad[1] = 3.0f*(bezpatch[2*cX+0*cY].vPosition-bezpatch[1*cX+0*cY].vPosition);
-
- BezierRaise(vQuad,vCubic);
- vOut[1*cX + 0*cY] = vCubic[1];
- vOut[2*cX + 0*cY] = vCubic[2];
-
- vQuad[0] = vCornerLocal[2];
- vQuad[2] = vCornerLocal[3];
- vQuad[1] = 3.0f*(bezpatch[2*cX+3*cY].vPosition-bezpatch[1*cX+3*cY].vPosition);
-
- BezierRaise(vQuad,vCubic);
- vOut[1*cX + 3*cY] = vCubic[1];
- vOut[2*cX + 3*cY] = vCubic[2];
-
- // two internal edges - this is where work happens...
- float3 vA,vB,vC,vD,vE;
- float fC0,fC1;
- vQuad[1] = 3.0f*(bezpatch[2*cX+2*cY].vPosition-bezpatch[1*cX+2*cY].vPosition);
- // also do "second" scan line
- vQuadB[1] = 3.0f*(bezpatch[2*cX+1*cY].vPosition-bezpatch[1*cX+1*cY].vPosition);
-
- vD = 3.0f*(bezpatch[1*cX + 2*cY].vPosition - bezpatch[0*cX + 2*cY].vPosition);
- vE = 3.0f*(bezpatch[1*cX + 1*cY].vPosition - bezpatch[0*cX + 1*cY].vPosition); // used later...
-
- fC0 = fCWts[3];
- fC1 = fCWts[0];
-
- // sign flip
- vA = -vCorner[3];
- vB = 3.0f*(bezpatch[0*cX + 1*cY].vPosition - bezpatch[0*cX + 2*cY].vPosition);
- vC = -vCorner[0];
-
- vQuad[0] = 1.0f/3.0f*(2.0f*fC0*vB - fC1*vA) + vD;
- vQuadB[0] = 1.0f/3.0f*(fC0*vC - 2.0f*fC1*vB) + vE;
-
- // do end of strip - same as before, but stuff is switched around...
- vC = vCorner[2];
- vB = 3.0f*(bezpatch[3*cX + 2*cY].vPosition - bezpatch[3*cX + 1*cY].vPosition);
- vA = vCorner[1];
-
- vD = 3.0f*(bezpatch[2*cX + 1*cY].vPosition - bezpatch[3*cX + 1*cY].vPosition);
- vE = 3.0f*(bezpatch[2*cX + 2*cY].vPosition - bezpatch[3*cX + 2*cY].vPosition);
-
- fC0 = fCWts[1];
- fC1 = fCWts[2];
-
- vQuadB[2] = 1.0f/3.0f*(2.0f*fC0*vB - fC1*vA) + vD;
- vQuad[2] = 1.0f/3.0f*(fC0*vC - 2.0f*fC1*vB) + vE;
-
- vQuadB[2] *= -1.0f;
- vQuad[2] *= -1.0f;
-
- BezierRaise(vQuad,vCubic);
-
- vOut[0*cX + 2*cY] = vCubic[0];
- vOut[1*cX + 2*cY] = vCubic[1];
- vOut[2*cX + 2*cY] = vCubic[2];
- vOut[3*cX + 2*cY] = vCubic[3];
-
- BezierRaise(vQuadB,vCubic);
-
- vOut[0*cX + 1*cY] = vCubic[0];
- vOut[1*cX + 1*cY] = vCubic[1];
- vOut[2*cX + 1*cY] = vCubic[2];
- vOut[3*cX + 1*cY] = vCubic[3];
-}
-
-//--------------------------------------------------------------------------------------
-// Skinning vertex shader Section
-//--------------------------------------------------------------------------------------
-struct VS_CONTROL_POINT_INPUT
-{
- float3 vPosition : POSITION;
- float2 vUV : TEXCOORD0;
- float3 vTangent : TANGENT;
- uint4 vBones : BONES;
- float4 vWeights : WEIGHTS;
-};
-
-VS_CONTROL_POINT_OUTPUT PatchSkinningVS( VS_CONTROL_POINT_INPUT Input )
-{
- VS_CONTROL_POINT_OUTPUT Output;
-
- float4 vInputPos = float4( Input.vPosition, 1 );
- float4 vWorldPos = float4( 0, 0, 0, 0 );
-
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x;
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y;
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z;
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w;
-
- float3 vWorldTan = float3( 0, 0, 0 );
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x;
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y;
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z;
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w;
-
- Output.vPosition = vWorldPos;
- Output.vUV = Input.vUV;
- Output.vTangent = vWorldTan;
-
- return Output;
-}
-
-struct VS_MESH_POINT_INPUT
-{
- float3 vPosition : POSITION;
- float2 vUV : TEXCOORD0;
- float3 vNormal : NORMAL;
- float3 vTangent : TANGENT;
- uint4 vBones : BONES;
- float4 vWeights : WEIGHTS;
-};
-
-struct VS_MESH_POINT_OUTPUT
-{
- float3 vWorldPos : POSITION;
- float3 vNormal : NORMAL;
- float2 vUV : TEXCOORD;
- float3 vTangent : TANGENT;
- float3 vBiTangent : BITANGENT;
-
- float4 vPosition : SV_POSITION;
-};
-
-VS_MESH_POINT_OUTPUT MeshSkinningVS( VS_MESH_POINT_INPUT Input )
-{
- VS_MESH_POINT_OUTPUT Output;
-
- float4 vInputPos = float4( Input.vPosition, 1 );
- float4 vWorldPos = float4( 0, 0, 0, 0 );
-
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x;
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y;
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z;
- vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w;
-
- float3 vWorldTan = float3( 0, 0, 0 );
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x;
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y;
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z;
- vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w;
-
- float3 vWorldNormal = float3( 0, 0, 0 );
- vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x;
- vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y;
- vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z;
- vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w;
-
- Output.vWorldPos = vWorldPos.xyz;
- Output.vPosition = mul( float4( vWorldPos.xyz, 1 ), g_mViewProjection );
- Output.vUV = Input.vUV;
- Output.vTangent = vWorldTan;
- Output.vNormal = vWorldNormal;
- Output.vBiTangent = cross( vWorldNormal, vWorldTan );
-
- return Output;
-}
-
-//--------------------------------------------------------------------------------------
-// SubD to Bezier hull shader Section
-//--------------------------------------------------------------------------------------
-struct HS_CONSTANT_DATA_OUTPUT
-{
- float Edges[4] : SV_TessFactor;
- float Inside[2] : SV_InsideTessFactor;
-
- float3 vTangent[4] : TANGENT;
- float2 vUV[4] : TEXCOORD;
- float3 vTanUCorner[4] : TANUCORNER;
- float3 vTanVCorner[4] : TANVCORNER;
- float4 vCWts : TANWEIGHTS;
-};
-
-//--------------------------------------------------------------------------------------
-// Load per-patch valence and prefix data
-//--------------------------------------------------------------------------------------
-void LoadValenceAndPrefixData( in uint PatchID, out uint Val[4], out uint Prefixes[4] )
-{
- PatchID += g_iPatchStartIndex;
- uint4 ValPack = g_ValencePrefixBuffer.Load( PatchID * 2 );
- uint4 PrefPack = g_ValencePrefixBuffer.Load( PatchID * 2 + 1 );
-
- Val[0] = ValPack.x;
- Val[1] = ValPack.y;
- Val[2] = ValPack.z;
- Val[3] = ValPack.w;
-
- Prefixes[0] = PrefPack.x;
- Prefixes[1] = PrefPack.y;
- Prefixes[2] = PrefPack.z;
- Prefixes[3] = PrefPack.w;
-}
-
-
-//--------------------------------------------------------------------------------------
-// Constant data function for the SubDToBezierHS. This is executed once per patch.
-//--------------------------------------------------------------------------------------
-HS_CONSTANT_DATA_OUTPUT SubDToBezierConstantsHS( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip,
- uint PatchID : SV_PrimitiveID )
-{
- HS_CONSTANT_DATA_OUTPUT Output;
-
- float TessAmount = g_fTessellationFactor;
-
- Output.Edges[0] = Output.Edges[1] = Output.Edges[2] = Output.Edges[3] = TessAmount;
- Output.Inside[0] = Output.Inside[1] = TessAmount;
-
- Output.vTangent[0] = ip[0].vTangent;
- Output.vTangent[1] = ip[1].vTangent;
- Output.vTangent[2] = ip[2].vTangent;
- Output.vTangent[3] = ip[3].vTangent;
-
- Output.vUV[0] = ip[0].vUV;
- Output.vUV[1] = ip[1].vUV;
- Output.vUV[2] = ip[2].vUV;
- Output.vUV[3] = ip[3].vUV;
-
- // Compute part of our tangent patch here
- uint Val[4];
- uint Prefixes[4];
- LoadValenceAndPrefixData( PatchID, Val, Prefixes );
-
- [unroll]
- for( int i=0; i<4; i++ )
- {
- float3 CornerB, CornerU, CornerV;
- ComputeCornerVertex( i, CornerB, CornerU, CornerV, ip, Val, Prefixes );
- Output.vTanUCorner[i] = CornerU;
- Output.vTanVCorner[i] = CornerV;
- }
-
- float fCWts[4];
- Output.vCWts.x = g_fCi[ Val[0]-3 ];
- Output.vCWts.y = g_fCi[ Val[1]-3 ];
- Output.vCWts.z = g_fCi[ Val[2]-3 ];
- Output.vCWts.w = g_fCi[ Val[3]-3 ];
-
- return Output;
-}
-
-HS_CONSTANT_DATA_OUTPUT SubDToBezierConstantsHS4444( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip,
- uint PatchID : SV_PrimitiveID )
-{
- HS_CONSTANT_DATA_OUTPUT Output;
-
- float TessAmount = g_fTessellationFactor;
-
- Output.Edges[0] = Output.Edges[1] = Output.Edges[2] = Output.Edges[3] = TessAmount;
- Output.Inside[0] = Output.Inside[1] = TessAmount;
-
- Output.vTangent[0] = ip[0].vTangent;
- Output.vTangent[1] = ip[1].vTangent;
- Output.vTangent[2] = ip[2].vTangent;
- Output.vTangent[3] = ip[3].vTangent;
-
- Output.vUV[0] = ip[0].vUV;
- Output.vUV[1] = ip[1].vUV;
- Output.vUV[2] = ip[2].vUV;
- Output.vUV[3] = ip[3].vUV;
-
- // Compute part of our tangent patch here
- static const uint Val[4] = (uint[4])uint4(4,4,4,4);
- static const uint Prefixes[4] = (uint[4])uint4(7,10,13,16);
-
- [unroll]
- for( int i=0; i<4; i++ )
- {
- float3 CornerB, CornerU, CornerV;
- ComputeCornerVertex4444( i, CornerB, CornerU, CornerV, ip, Val, Prefixes );
- Output.vTanUCorner[i] = CornerU;
- Output.vTanVCorner[i] = CornerV;
- }
-
- float fCWts[4];
- Output.vCWts.x = g_fCi[ Val[0]-3 ];
- Output.vCWts.y = g_fCi[ Val[1]-3 ];
- Output.vCWts.z = g_fCi[ Val[2]-3 ];
- Output.vCWts.w = g_fCi[ Val[3]-3 ];
-
- return Output;
-}
-
-
-//--------------------------------------------------------------------------------------
-// HS for SubDToBezier. This outputcontrolpoints(16) specifies that we will produce
-// 16 control points. Therefore this function will be invoked 16x, one for each output
-// control point.
-//
-// !! PERFORMANCE NOTE: This hull shader is written for maximum readability, and its
-// performance is not expected to be optimal on D3D11 hardware. The switch statement
-// below that determines the codepath for each patch control point generates sub-optimal
-// code for parallel execution on the GPU. A future implementation of this hull shader
-// will combine the 16 codepaths and 3 variants (corner, edge, interior) into one shared
-// codepath; this change is expected to increase performance at the expense of readability.
-//--------------------------------------------------------------------------------------
-[domain("quad")]
-[partitioning("integer")]
-[outputtopology("triangle_cw")]
-[outputcontrolpoints(16)]
-[patchconstantfunc("SubDToBezierConstantsHS")]
-BEZIER_CONTROL_POINT SubDToBezierHS( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> p,
- uint i : SV_OutputControlPointID,
- uint PatchID : SV_PrimitiveID )
-{
- // Valences and prefixes are loaded from a buffer
- uint Val[4];
- uint Prefixes[4];
- LoadValenceAndPrefixData( PatchID, Val, Prefixes );
-
- float3 CornerB = float3(0,0,0);
- float3 CornerU = float3(0,0,0);
- float3 CornerV = float3(0,0,0);
-
- BEZIER_CONTROL_POINT Output;
- Output.vPosition = float3(0,0,0);
-
- // !! PERFORMANCE NOTE: As mentioned above, this switch statement generates
- // inefficient code for the sake of readability.
- switch( i )
- {
- // Interior vertices
- case 5:
- Output.vPosition = ComputeInteriorVertex( 0, Val, p );
- break;
- case 6:
- Output.vPosition = ComputeInteriorVertex( 1, Val, p );
- break;
- case 10:
- Output.vPosition = ComputeInteriorVertex( 2, Val, p );
- break;
- case 9:
- Output.vPosition = ComputeInteriorVertex( 3, Val, p );
- break;
-
- // Corner vertices
- case 0:
- ComputeCornerVertex( 0, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
- case 3:
- ComputeCornerVertex( 1, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
- case 15:
- ComputeCornerVertex( 2, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
- case 12:
- ComputeCornerVertex( 3, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
-
- // Edge vertices
- case 1:
- Output.vPosition = ComputeEdgeVertex( 0, p, Val, Prefixes );
- break;
- case 2:
- Output.vPosition = ComputeEdgeVertex( 1, p, Val, Prefixes );
- break;
- case 13:
- Output.vPosition = ComputeEdgeVertex( 2, p, Val, Prefixes );
- break;
- case 14:
- Output.vPosition = ComputeEdgeVertex( 3, p, Val, Prefixes );
- break;
- case 4:
- Output.vPosition = ComputeEdgeVertex( 4, p, Val, Prefixes );
- break;
- case 8:
- Output.vPosition = ComputeEdgeVertex( 5, p, Val, Prefixes );
- break;
- case 7:
- Output.vPosition = ComputeEdgeVertex( 6, p, Val, Prefixes );
- break;
- case 11:
- Output.vPosition = ComputeEdgeVertex( 7, p, Val, Prefixes );
- break;
- }
-
- return Output;
-}
-
-//--------------------------------------------------------------------------------------
-// Specialised version for Regular (4,4,4,4) patches, this is much simpler and has less
-// branching compared to the general one above
-//--------------------------------------------------------------------------------------
-[domain("quad")]
-[partitioning("integer")]
-[outputtopology("triangle_cw")]
-[outputcontrolpoints(16)]
-[patchconstantfunc("SubDToBezierConstantsHS4444")]
-BEZIER_CONTROL_POINT SubDToBezierHS4444( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> p,
- uint i : SV_OutputControlPointID,
- uint PatchID : SV_PrimitiveID )
-{
- // Valences and prefixes are Constant for this case (4,4,4,4)
- static const uint Val[4] = (uint[4])uint4(4,4,4,4);
- static const uint Prefixes[4] = (uint[4])uint4(7,10,13,16);
-
- float3 CornerB = float3(0,0,0);
- float3 CornerU = float3(0,0,0);
- float3 CornerV = float3(0,0,0);
-
- BEZIER_CONTROL_POINT Output;
- Output.vPosition = float3(0,0,0);
-
- // !! PERFORMANCE NOTE: As mentioned above, this switch statement generates
- // inefficient code for the sake of readability.
- switch( i )
- {
- // Interior vertices
- case 5:
- Output.vPosition = ComputeInteriorVertex( 0, Val, p );
- break;
- case 6:
- Output.vPosition = ComputeInteriorVertex( 1, Val, p );
- break;
- case 10:
- Output.vPosition = ComputeInteriorVertex( 2, Val, p );
- break;
- case 9:
- Output.vPosition = ComputeInteriorVertex( 3, Val, p );
- break;
-
- // Corner vertices
- case 0:
- ComputeCornerVertex4444( 0, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
- case 3:
- ComputeCornerVertex4444( 1, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
- case 15:
- ComputeCornerVertex4444( 2, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
- case 12:
- ComputeCornerVertex4444( 3, CornerB, CornerU, CornerV, p, Val, Prefixes );
- Output.vPosition = CornerB;
- break;
-
- // Edge vertices
- case 1:
- Output.vPosition = ComputeEdgeVertex( 0, p, Val, Prefixes );
- break;
- case 2:
- Output.vPosition = ComputeEdgeVertex( 1, p, Val, Prefixes );
- break;
- case 13:
- Output.vPosition = ComputeEdgeVertex( 2, p, Val, Prefixes );
- break;
- case 14:
- Output.vPosition = ComputeEdgeVertex( 3, p, Val, Prefixes );
- break;
- case 4:
- Output.vPosition = ComputeEdgeVertex( 4, p, Val, Prefixes );
- break;
- case 8:
- Output.vPosition = ComputeEdgeVertex( 5, p, Val, Prefixes );
- break;
- case 7:
- Output.vPosition = ComputeEdgeVertex( 6, p, Val, Prefixes );
- break;
- case 11:
- Output.vPosition = ComputeEdgeVertex( 7, p, Val, Prefixes );
- break;
- }
-
- return Output;
-}
-
-
-//--------------------------------------------------------------------------------------
-// Bezier evaluation domain shader section
-//--------------------------------------------------------------------------------------
-struct DS_OUTPUT
-{
- float3 vWorldPos : POSITION;
- float3 vNormal : NORMAL;
- float2 vUV : TEXCOORD;
- float3 vTangent : TANGENT;
- float3 vBiTangent : BITANGENT;
-
- float4 vPosition : SV_POSITION;
-};
-
-//--------------------------------------------------------------------------------------
-float4 BernsteinBasis(float t)
-{
- float invT = 1.0f - t;
-
- return float4( invT * invT * invT,
- 3.0f * t * invT * invT,
- 3.0f * t * t * invT,
- t * t * t );
-}
-
-//--------------------------------------------------------------------------------------
-float4 dBernsteinBasis(float t)
-{
- float invT = 1.0f - t;
-
- return float4( -3 * invT * invT,
- 3 * invT * invT - 6 * t * invT,
- 6 * t * invT - 3 * t * t,
- 3 * t * t );
-}
-
-//--------------------------------------------------------------------------------------
-float3 EvaluateBezier( const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch,
- float4 BasisU,
- float4 BasisV )
-{
- float3 Value = float3(0,0,0);
- Value = BasisV.x * ( bezpatch[0].vPosition * BasisU.x + bezpatch[1].vPosition * BasisU.y + bezpatch[2].vPosition * BasisU.z + bezpatch[3].vPosition * BasisU.w );
- Value += BasisV.y * ( bezpatch[4].vPosition * BasisU.x + bezpatch[5].vPosition * BasisU.y + bezpatch[6].vPosition * BasisU.z + bezpatch[7].vPosition * BasisU.w );
- Value += BasisV.z * ( bezpatch[8].vPosition * BasisU.x + bezpatch[9].vPosition * BasisU.y + bezpatch[10].vPosition * BasisU.z + bezpatch[11].vPosition * BasisU.w );
- Value += BasisV.w * ( bezpatch[12].vPosition * BasisU.x + bezpatch[13].vPosition * BasisU.y + bezpatch[14].vPosition * BasisU.z + bezpatch[15].vPosition * BasisU.w );
-
- return Value;
-}
-
-//--------------------------------------------------------------------------------------
-float3 EvaluateBezierTan( const float3 bezpatch[16],
- float4 BasisU,
- float4 BasisV )
-{
- float3 Value = float3(0,0,0);
- Value = BasisV.x * ( bezpatch[0] * BasisU.x + bezpatch[1] * BasisU.y + bezpatch[2] * BasisU.z + bezpatch[3] * BasisU.w );
- Value += BasisV.y * ( bezpatch[4] * BasisU.x + bezpatch[5] * BasisU.y + bezpatch[6] * BasisU.z + bezpatch[7] * BasisU.w );
- Value += BasisV.z * ( bezpatch[8] * BasisU.x + bezpatch[9] * BasisU.y + bezpatch[10] * BasisU.z + bezpatch[11] * BasisU.w );
- Value += BasisV.w * ( bezpatch[12] * BasisU.x + bezpatch[13] * BasisU.y + bezpatch[14] * BasisU.z + bezpatch[15] * BasisU.w );
-
- return Value;
-}
-
-//--------------------------------------------------------------------------------------
-// Compute a two full tangent patches from the Tangent corner data created in the
-// HS constant data function.
-//--------------------------------------------------------------------------------------
-void CreatTangentPatches( in HS_CONSTANT_DATA_OUTPUT input,
- const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch,
- out float3 TanU[16],
- out float3 TanV[16] )
-{
- TanV[0] = input.vTanVCorner[0];
- TanV[3] = input.vTanVCorner[1];
- TanV[15] = input.vTanVCorner[2];
- TanV[12] = input.vTanVCorner[3];
-
- TanU[0] = input.vTanUCorner[0];
- TanU[3] = input.vTanUCorner[1];
- TanU[15] = input.vTanUCorner[2];
- TanU[12] = input.vTanUCorner[3];
-
- float fCWts[4];
- fCWts[0] = input.vCWts.x;
- fCWts[1] = input.vCWts.y;
- fCWts[2] = input.vCWts.z;
- fCWts[3] = input.vCWts.w;
-
- float3 vCorner[4];
- float3 vCornerLocal[4];
-
- vCorner[0] = TanV[0];
- vCorner[1] = TanV[3];
- vCorner[2] = TanV[15];
- vCorner[3] = TanV[12];
- vCornerLocal[0] = TanU[0];
- vCornerLocal[1] = TanU[3];
- vCornerLocal[2] = TanU[12];
- vCornerLocal[3] = TanU[15];
-
- ComputeTanPatch( bezpatch, TanU, fCWts, vCorner, vCornerLocal, 1, 4 );
-
- fCWts[3] = input.vCWts.y;
- fCWts[1] = input.vCWts.w;
-
- vCorner[0] = TanU[0];
- vCorner[3] = TanU[3];
- vCorner[2] = TanU[15];
- vCorner[1] = TanU[12];
- vCornerLocal[0] = TanV[0];
- vCornerLocal[1] = TanV[12];
- vCornerLocal[2] = TanV[3];
- vCornerLocal[3] = TanV[15];
-
- ComputeTanPatch( bezpatch, TanV, fCWts, vCorner, vCornerLocal, 4, 1 );
-}
-
-//--------------------------------------------------------------------------------------
-// For each input UV (from the Tessellator), evaluate the Bezier patch at this position.
-//--------------------------------------------------------------------------------------
-[domain("quad")]
-DS_OUTPUT BezierEvalDS( HS_CONSTANT_DATA_OUTPUT input,
- float2 UV : SV_DomainLocation,
- const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch )
-{
- float4 BasisU = BernsteinBasis( UV.x );
- float4 BasisV = BernsteinBasis( UV.y );
-
- float3 WorldPos = EvaluateBezier( bezpatch, BasisU, BasisV );
-
- float3 TanU[16];
- float3 TanV[16];
- CreatTangentPatches( input, bezpatch, TanU, TanV );
- float3 Tangent = EvaluateBezierTan( TanU, BasisU, BasisV );
- float3 BiTangent = EvaluateBezierTan( TanV, BasisU, BasisV );
-
- // To see what the patch looks like without using the tangent patches to fix the normals, uncomment this section
- /*
- float4 dBasisU = dBernsteinBasis( UV.x );
- float4 dBasisV = dBernsteinBasis( UV.y );
- Tangent = EvaluateBezier( bezpatch, dBasisU, BasisV );
- BiTangent = EvaluateBezier( bezpatch, BasisU, dBasisV );
- */
-
- float3 Norm = normalize( cross( Tangent, BiTangent ) );
-
- DS_OUTPUT Output;
- Output.vNormal = Norm;
-
- // Evalulate the tangent vectors through bilinear interpolation.
- // These tangents are the texture-space tangents. They should not be confused with the parametric
- // tangents that we use to get the normals for the bicubic patch.
- float3 TextureTanU0 = input.vTangent[0];
- float3 TextureTanU1 = input.vTangent[1];
- float3 TextureTanU2 = input.vTangent[2];
- float3 TextureTanU3 = input.vTangent[3];
-
- float3 UVbottom = lerp( TextureTanU0, TextureTanU1, UV.x );
- float3 UVtop = lerp( TextureTanU3, TextureTanU2, UV.x );
- float3 Tan = lerp( UVbottom, UVtop, UV.y );
-
- Output.vTangent = Tan;
-
- // This is an optimization. We assume that the UV mapping of the mesh will result in a "relatively" orthogonal
- // tangent basis. If we assume this, then we can avoid fetching and bilerping the BiTangent along with the tangent.
- Output.vBiTangent = cross( Norm, Tan );
-
- // bilerp the texture coordinates
- float2 tex0 = input.vUV[0];
- float2 tex1 = input.vUV[1];
- float2 tex2 = input.vUV[2];
- float2 tex3 = input.vUV[3];
-
- float2 bottom = lerp( tex0, tex1, UV.x );
- float2 top = lerp( tex3, tex2, UV.x );
- float2 TexUV = lerp( bottom, top, UV.y );
- Output.vUV = TexUV;
-
- if( g_fDisplacementHeight > 0 )
- {
- // On this sample displacement can go into or out of the mesh. This is why we bias the heigh amount.
- float height = g_fDisplacementHeight * ( g_txHeight.SampleLevel( g_samPoint, TexUV, 0 ).a * 2 - 1 );
- float3 WorldPosMiddle = Norm * height;
- WorldPos += WorldPosMiddle;
- }
-
- Output.vPosition = mul( float4(WorldPos,1), g_mViewProjection );
- Output.vWorldPos = WorldPos;
-
- return Output;
-}
-
-//--------------------------------------------------------------------------------------
-// Smooth shading pixel shader section
-//--------------------------------------------------------------------------------------
-
-float3 safe_normalize( float3 vInput )
-{
- float len2 = dot( vInput, vInput );
- if( len2 > 0 )
- {
- return vInput * rsqrt( len2 );
- }
- return vInput;
-}
-
-static const float g_fSpecularExponent = 32.0f;
-static const float g_fSpecularIntensity = 0.6f;
-static const float g_fNormalMapIntensity = 1.5f;
-
-float2 ComputeDirectionalLight( float3 vWorldPos, float3 vWorldNormal, float3 vDirLightDir )
-{
- // Result.x is diffuse illumination, Result.y is specular illumination
- float2 Result = float2( 0, 0 );
- Result.x = pow( saturate( dot( vWorldNormal, -vDirLightDir ) ), 2 );
-
- float3 vPointToCamera = normalize( g_vCameraPosWorld - vWorldPos );
- float3 vHalfAngle = normalize( vPointToCamera - vDirLightDir );
- Result.y = pow( saturate( dot( vHalfAngle, vWorldNormal ) ), g_fSpecularExponent );
-
- return Result;
-}
-
-float3 ColorGamma( float3 Input )
-{
- return pow( Input, 2.2f );
-}
-
-float4 SmoothPS( PS_INPUT Input ) : SV_TARGET
-{
- float4 vNormalMapSampleRaw = g_txHeight.Sample( g_samLinear, Input.vUV );
- float3 vNormalMapSampleBiased = ( vNormalMapSampleRaw.xyz * 2 ) - 1;
- vNormalMapSampleBiased.xy *= g_fNormalMapIntensity;
- float3 vNormalMapSample = normalize( vNormalMapSampleBiased );
-
- float3 vNormal = safe_normalize( Input.vNormal ) * vNormalMapSample.z;
- vNormal += safe_normalize( Input.vTangent ) * vNormalMapSample.x;
- vNormal += safe_normalize( Input.vBiTangent ) * vNormalMapSample.y;
-
- //float3 vColor = float3( 1, 1, 1 );
- float3 vColor = g_txDiffuse.Sample( g_samLinear, Input.vUV ).rgb;
- float vSpecular = g_txSpecular.Sample( g_samLinear, Input.vUV ).r * g_fSpecularIntensity;
-
- const float3 DirLightDirections[4] =
- {
- // key light
- normalize( float3( -63.345150, -58.043934, 27.785097 ) ),
- // fill light
- normalize( float3( 23.652107, -17.391443, 54.972504 ) ),
- // back light 1
- normalize( float3( 20.470509, -22.939510, -33.929531 ) ),
- // back light 2
- normalize( float3( -31.003685, 24.242104, -41.352859 ) ),
- };
-
- const float3 DirLightColors[4] =
- {
- // key light
- ColorGamma( float3( 1.0f, 0.964f, 0.706f ) * 1.0f ),
- // fill light
- ColorGamma( float3( 0.446f, 0.641f, 1.0f ) * 1.0f ),
- // back light 1
- ColorGamma( float3( 1.0f, 0.862f, 0.419f ) * 1.0f ),
- // back light 2
- ColorGamma( float3( 0.405f, 0.630f, 1.0f ) * 1.0f ),
- };
-
- float3 fLightColor = 0;
- for( int i = 0; i < 4; ++i )
- {
- float2 LightDiffuseSpecular = ComputeDirectionalLight( Input.vWorldPos, vNormal, DirLightDirections[i] );
- fLightColor += DirLightColors[i] * vColor * LightDiffuseSpecular.x;
- fLightColor += DirLightColors[i] * LightDiffuseSpecular.y * vSpecular;
- }
-
- return float4( fLightColor, 1 );
-}
-
-//--------------------------------------------------------------------------------------
-// Solid color shading pixel shader (used for wireframe overlay)
-//--------------------------------------------------------------------------------------
-float4 SolidColorPS( PS_INPUT Input ) : SV_TARGET
-{
- return float4( g_vSolidColor, 1 );
-}