procedural-3d-engine/shaders/hlsl/tessellation/pntriangles.tese

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// Copyright 2020 Google LLC
// PN patch data
struct PnPatch
{
float b210;
float b120;
float b021;
float b012;
float b102;
float b201;
float b111;
float n110;
float n011;
float n101;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float tessAlpha;
};
cbuffer ubo : register(b1) { UBO ubo; }
struct HSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float2 UV : TEXCOORD0;
[[vk::location(6)]] float pnPatch[10] : TEXCOORD6;
};
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner : SV_InsideTessFactor;
};
struct DSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
#define uvw TessCoord
PnPatch GetPnPatch(float pnPatch[10])
{
PnPatch output;
output.b210 = pnPatch[0];
output.b120 = pnPatch[1];
output.b021 = pnPatch[2];
output.b012 = pnPatch[3];
output.b102 = pnPatch[4];
output.b201 = pnPatch[5];
output.b111 = pnPatch[6];
output.n110 = pnPatch[7];
output.n011 = pnPatch[8];
output.n101 = pnPatch[9];
return output;
}
[domain("tri")]
DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
{
PnPatch pnPatch[3];
pnPatch[0] = GetPnPatch(patch[0].pnPatch);
pnPatch[1] = GetPnPatch(patch[1].pnPatch);
pnPatch[2] = GetPnPatch(patch[2].pnPatch);
DSOutput output = (DSOutput)0;
float3 uvwSquared = uvw * uvw;
float3 uvwCubed = uvwSquared * uvw;
// extract control points
float3 b210 = float3(pnPatch[0].b210, pnPatch[1].b210, pnPatch[2].b210);
float3 b120 = float3(pnPatch[0].b120, pnPatch[1].b120, pnPatch[2].b120);
float3 b021 = float3(pnPatch[0].b021, pnPatch[1].b021, pnPatch[2].b021);
float3 b012 = float3(pnPatch[0].b012, pnPatch[1].b012, pnPatch[2].b012);
float3 b102 = float3(pnPatch[0].b102, pnPatch[1].b102, pnPatch[2].b102);
float3 b201 = float3(pnPatch[0].b201, pnPatch[1].b201, pnPatch[2].b201);
float3 b111 = float3(pnPatch[0].b111, pnPatch[1].b111, pnPatch[2].b111);
// extract control normals
float3 n110 = normalize(float3(pnPatch[0].n110, pnPatch[1].n110, pnPatch[2].n110));
float3 n011 = normalize(float3(pnPatch[0].n011, pnPatch[1].n011, pnPatch[2].n011));
float3 n101 = normalize(float3(pnPatch[0].n101, pnPatch[1].n101, pnPatch[2].n101));
// compute texcoords
output.UV = TessCoord[2]*patch[0].UV + TessCoord[0]*patch[1].UV + TessCoord[1]*patch[2].UV;
// normal
// Barycentric normal
float3 barNormal = TessCoord[2]*patch[0].Normal + TessCoord[0]*patch[1].Normal + TessCoord[1]*patch[2].Normal;
float3 pnNormal = patch[0].Normal*uvwSquared[2] + patch[1].Normal*uvwSquared[0] + patch[2].Normal*uvwSquared[1]
+ n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1];
output.Normal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha) * barNormal;
// compute interpolated pos
float3 barPos = TessCoord[2]*patch[0].Pos.xyz
+ TessCoord[0]*patch[1].Pos.xyz
+ TessCoord[1]*patch[2].Pos.xyz;
// save some computations
uvwSquared *= 3.0;
// compute PN position
float3 pnPos = patch[0].Pos.xyz*uvwCubed[2]
+ patch[1].Pos.xyz*uvwCubed[0]
+ patch[2].Pos.xyz*uvwCubed[1]
+ b210*uvwSquared[2]*uvw[0]
+ b120*uvwSquared[0]*uvw[2]
+ b201*uvwSquared[2]*uvw[1]
+ b021*uvwSquared[0]*uvw[1]
+ b102*uvwSquared[1]*uvw[2]
+ b012*uvwSquared[1]*uvw[0]
+ b111*6.0*uvw[0]*uvw[1]*uvw[2];
// final position and normal
float3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(finalPos,1.0)));
return output;
}