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