procedural-3d-engine/shaders/hlsl/terraintessellation/terrain.tesc

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
float4 frustumPlanes[6];
float displacementFactor;
float tessellationFactor;
float2 viewportDim;
float tessellatedEdgeSize;
};
cbuffer ubo : register(b0) { UBO ubo; };
Texture2D textureHeight : register(t1);
SamplerState samplerHeight : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct HSOutput
{
[[vk::location(2)]] float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct ConstantsHSOutput
{
float TessLevelOuter[4] : SV_TessFactor;
float TessLevelInner[2] : SV_InsideTessFactor;
};
// Calculate the tessellation factor based on screen space
// dimensions of the edge
float screenSpaceTessFactor(float4 p0, float4 p1)
{
// Calculate edge mid point
float4 midPoint = 0.5 * (p0 + p1);
// Sphere radius as distance between the control points
float radius = distance(p0, p1) / 2.0;
// View space
float4 v0 = mul(ubo.modelview, midPoint);
// Project into clip space
float4 clip0 = mul(ubo.projection, (v0 - float4(radius, float3(0.0, 0.0, 0.0))));
float4 clip1 = mul(ubo.projection, (v0 + float4(radius, float3(0.0, 0.0, 0.0))));
// Get normalized device coordinates
clip0 /= clip0.w;
clip1 /= clip1.w;
// Convert to viewport coordinates
clip0.xy *= ubo.viewportDim;
clip1.xy *= ubo.viewportDim;
// Return the tessellation factor based on the screen size
// given by the distance of the two edge control points in screen space
// and a reference (min.) tessellation size for the edge set by the application
return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
}
// Checks the current's patch visibility against the frustum using a sphere check
// Sphere radius is given by the patch size
bool frustumCheck(float4 Pos, float2 inUV)
{
// Fixed radius (increase if patch size is increased in example)
const float radius = 8.0f;
float4 pos = Pos;
pos.y -= textureHeight.SampleLevel(samplerHeight, inUV, 0.0).r * ubo.displacementFactor;
// Check sphere against frustum planes
for (int i = 0; i < 6; i++) {
if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
{
return false;
}
}
return true;
}
ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 4> patch)
{
ConstantsHSOutput output = (ConstantsHSOutput)0;
if (!frustumCheck(patch[0].Pos, patch[0].UV))
{
output.TessLevelInner[0] = 0.0;
output.TessLevelInner[1] = 0.0;
output.TessLevelOuter[0] = 0.0;
output.TessLevelOuter[1] = 0.0;
output.TessLevelOuter[2] = 0.0;
output.TessLevelOuter[3] = 0.0;
}
else
{
if (ubo.tessellationFactor > 0.0)
{
output.TessLevelOuter[0] = screenSpaceTessFactor(patch[3].Pos, patch[0].Pos);
output.TessLevelOuter[1] = screenSpaceTessFactor(patch[0].Pos, patch[1].Pos);
output.TessLevelOuter[2] = screenSpaceTessFactor(patch[1].Pos, patch[2].Pos);
output.TessLevelOuter[3] = screenSpaceTessFactor(patch[2].Pos, patch[3].Pos);
output.TessLevelInner[0] = lerp(output.TessLevelOuter[0], output.TessLevelOuter[3], 0.5);
output.TessLevelInner[1] = lerp(output.TessLevelOuter[2], output.TessLevelOuter[1], 0.5);
}
else
{
// Tessellation factor can be set to zero by example
// to demonstrate a simple passthrough
output.TessLevelInner[0] = 1.0;
output.TessLevelInner[1] = 1.0;
output.TessLevelOuter[0] = 1.0;
output.TessLevelOuter[1] = 1.0;
output.TessLevelOuter[2] = 1.0;
output.TessLevelOuter[3] = 1.0;
}
}
return output;
}
[domain("quad")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(4)]
[patchconstantfunc("ConstantsHS")]
[maxtessfactor(20.0f)]
HSOutput main(InputPatch<VSOutput, 4> patch, uint InvocationID : SV_OutputControlPointID)
{
HSOutput output = (HSOutput)0;
output.Pos = patch[InvocationID].Pos;
output.Normal = patch[InvocationID].Normal;
output.UV = patch[InvocationID].UV;
return output;
}