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66 lines
3.0 KiB
66 lines
3.0 KiB
#define TESSELLATION_INTERPOLATE_BARY(name, bary) output.name = input0.name * bary.x + input1.name * bary.y + input2.name * bary.z |
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// p0, p1, p2 triangle world position |
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// p0, p1, p2 triangle world vertex normal |
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real3 PhongTessellation(real3 positionWS, real3 p0, real3 p1, real3 p2, real3 n0, real3 n1, real3 n2, real3 baryCoords, real shape) |
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{ |
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real3 c0 = ProjectPointOnPlane(positionWS, p0, n0); |
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real3 c1 = ProjectPointOnPlane(positionWS, p1, n1); |
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real3 c2 = ProjectPointOnPlane(positionWS, p2, n2); |
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real3 phongPositionWS = baryCoords.x * c0 + baryCoords.y * c1 + baryCoords.z * c2; |
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return lerp(positionWS, phongPositionWS, shape); |
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} |
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// Reference: http://twvideo01.ubm-us.net/o1/vault/gdc10/slides/Bilodeau_Bill_Direct3D11TutorialTessellation.pdf |
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// Compute both screen and distance based adaptation - return factor between 0 and 1 |
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real3 GetScreenSpaceTessFactor(real3 p0, real3 p1, real3 p2, real4x4 viewProjectionMatrix, real4 screenSize, real triangleSize) |
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{ |
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// Get screen space adaptive scale factor |
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real2 edgeScreenPosition0 = ComputeNormalizedDeviceCoordinates(p0, viewProjectionMatrix) * screenSize.xy; |
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real2 edgeScreenPosition1 = ComputeNormalizedDeviceCoordinates(p1, viewProjectionMatrix) * screenSize.xy; |
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real2 edgeScreenPosition2 = ComputeNormalizedDeviceCoordinates(p2, viewProjectionMatrix) * screenSize.xy; |
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real EdgeScale = 1.0 / triangleSize; // Edge size in reality, but name is simpler |
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real3 tessFactor; |
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tessFactor.x = saturate(distance(edgeScreenPosition1, edgeScreenPosition2) * EdgeScale); |
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tessFactor.y = saturate(distance(edgeScreenPosition0, edgeScreenPosition2) * EdgeScale); |
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tessFactor.z = saturate(distance(edgeScreenPosition0, edgeScreenPosition1) * EdgeScale); |
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return tessFactor; |
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} |
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real3 GetDistanceBasedTessFactor(real3 p0, real3 p1, real3 p2, real3 cameraPosWS, real tessMinDist, real tessMaxDist) |
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{ |
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real3 edgePosition0 = 0.5 * (p1 + p2); |
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real3 edgePosition1 = 0.5 * (p0 + p2); |
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real3 edgePosition2 = 0.5 * (p0 + p1); |
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// In case camera-relative rendering is enabled, 'cameraPosWS' is statically known to be 0, |
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// so the compiler will be able to optimize distance() to length(). |
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real dist0 = distance(edgePosition0, cameraPosWS); |
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real dist1 = distance(edgePosition1, cameraPosWS); |
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real dist2 = distance(edgePosition2, cameraPosWS); |
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// The saturate will handle the produced NaN in case min == max |
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real fadeDist = tessMaxDist - tessMinDist; |
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real3 tessFactor; |
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tessFactor.x = saturate(1.0 - (dist0 - tessMinDist) / fadeDist); |
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tessFactor.y = saturate(1.0 - (dist1 - tessMinDist) / fadeDist); |
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tessFactor.z = saturate(1.0 - (dist2 - tessMinDist) / fadeDist); |
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return tessFactor; |
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} |
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real4 CalcTriTessFactorsFromEdgeTessFactors(real3 triVertexFactors) |
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{ |
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real4 tess; |
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tess.x = triVertexFactors.x; |
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tess.y = triVertexFactors.y; |
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tess.z = triVertexFactors.z; |
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0; |
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return tess; |
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}
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